{"id":98510,"date":"2019-08-14T19:56:00","date_gmt":"2019-08-14T19:56:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/348763"},"modified":"2019-08-14T19:56:00","modified_gmt":"2019-08-14T19:56:00","slug":"video-achieving-high-quality-low-cost-skin-textures-in-games","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/08\/14\/video-achieving-high-quality-low-cost-skin-textures-in-games\/","title":{"rendered":"Video: Achieving high-quality, low-cost skin textures in games"},"content":{"rendered":"<p>In this 2017 GDC talk, Square Enix&#8217;s Adelle Bueno presents a workflow for character skin detail texturing that allows for a detailed representation of a variety of unique pore types without ruining your production schedule.<\/p>\n<p>Bueno explained how&nbsp;this character workflow draws inspiration from production techniques already in regular use by environment teams, which require high quality on a relatively low memory budget.<\/p>\n<p>She also walked through some key features of the process that deal with the unique nature of skin,&nbsp;enabling&nbsp;extreme close-ups of skin detail and&nbsp;significantly reducing&nbsp;artist sculpting time&nbsp;while still allowing the necessary control, flexibility, and creativity in the character texturing process.<\/p>\n<p>It was a fascinating look at what can be done to streamline the process of creating lifelike virtual humans, so if you didn&#8217;t see it live consider making time to&nbsp;<a href=\"https:\/\/www.youtube.com\/watch?v=qnxCcY0WDAk\">watch it for&nbsp;free&nbsp;over on the official GDC YouTube channel<\/a>!<\/p>\n<p>In addition to this presentation, the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>&nbsp;and its accompanying&nbsp;<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>&nbsp;offers numerous other free videos, audio recordings, and slides from many of the recent&nbsp;<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC&nbsp;already have full access to GDC Vault, and interested parties can apply for the individual subscription via&nbsp;<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this 2017 GDC talk, Square Enix&#8217;s Adelle Bueno presents a workflow for character skin detail texturing that allows for a detailed representation of a variety of unique pore types without ruining your production schedule. Bueno explained how&nbsp;this character workflow draws inspiration from production techniques already in regular use by environment teams, which require high [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":98511,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-98510","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/98510","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=98510"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/98510\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/98511"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=98510"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=98510"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=98510"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}