[Music] bigger than I thought I'd be getting so I don't know if I should feel excited or nervous about that but in any case thank you for being here to hear me speak about our skin texturing workflow that we've been developing specifically in terms of how normal details are handled and I'll be speaking about it from the angle of how we developed it by drawing from environment texturing principles so before jumping into it I'll just give a quick overview of what I'll be covering today so I'll start off with a brief introduction followed by a look at our previous skin texturing workflow the steps involved in that and some of the issues that that raised then I'll explain how the heck and environment artists got involved way the skin texturing workflow for characters after that I'll in developing this new workflow it was really important that we understood what skin really looked like
especially in terms of common patterns and characteristics so at this point I would go over the steps that we did to try to understand human skin better and the conclusions that resulted from that investigation afterwards building from these observations we designed this new skin texturing workflow so I'll describe how that works and show some screenshots of our test results and then finally I'll close off by sharing the ways that we're trying to push this workflow even further and then maybe answer some of your questions so to start off let me introduce myself my name is Adele bueno and I'm the chief environment artist at Square Enix headquarters in Tokyo I've worked on environments in past games such as blood-borne The Last of Us uncharted 3 and most recently Final Fantasy 15 and currently I'm part of a group called the advanced technology division and we're a central technology
group or multidisciplinary central technology group and at square-enix there's a bunch of different games that are being developed for several platforms using all different kinds of technologies so ATD we're responsible for developing tools and pipelines and workflows for all these different games and our department is pretty engineer heavy but we do have two artists one of whom is me and the other being Eduardo Moe's Anna who is the chief character artist and was actually the one who kick-started this whole investigation when he decided to look at the previous skin texturing workflow that was in place at the time so this is where we started this is Agni she was created for a tech demo that was released about four years ago and the method that was done to to texture this character was basically that same workflow that was in place so for normal details that was basically handled by two maps the map that did basically all
of the heavy lifting was a sculpted custom one to one normal map and this handled all the facial details from micro detail or tertiary detail which is like tiny pores and micro wrinkles all the way up to primary and secondary details or macro details so that includes folds pockets of fat large scar is basically the large forms that you'll see on the face and because of the amount and range of detail that this map needed to cover the resolutions for this one two one needed to be pretty big so at least two K even for K for cinematics and in some special situations even bigger than that we also use the tiling micro detail map then this one was shared across all characters and this was a lot smaller and is basically just a generic noise and the purpose of this map was to add some texture so to speak to the skin basically it's to break up
that spec a bit now there are a couple issues with this workflow and there are two main ones that we identified the first one obviously was the texture size so a minimum 2k map just for a single character just for a small part of a single character model we thought was a bit much but because this map had to handle really fine tiny poor details that resolution was necessary but even still even using 2k or even 4k resolution we still weren't really happy with the results now the second issue was with the micro detail map so since we were using just a generic noise it wasn't actually useful in terms of adding meaningful detail to the face model but also the poor types on faces differ so much on different parts of the face that we also couldn't get away with just choosing one actual port type and then applying that uniformly throughout the face however we did notice one thing and that was with
the unique map the custom map that was you know unique for each character so you for you nor if you ignored the micro details and just focused on the larger forms the primary and secondary details they could all actually be represented by much lower texture resolutions so we could go all the way down to 1k even 5 12 maps which is significantly lower than what we were using but of course what about the tertiary details and it was this need to represent this range of details on the same map they need to display small details and wider forms at the same time there was the root of all of our problems but when broken down in this way when phrased in this particular way it actually started to seem like a familiar challenge and that's because it was basically this is the same kind of challenge that environment texture artists face on a regular basis so I'm assuming there's going to be some non environment artists in the room so just to kind of give a quick overview of what
it's like to texture environments environments tend to have much lower memory budgets relative to the amount of assets that we have to create which can range in size from like small pebbles and grains of sand all the way to big mountains right and so to deal with that the majority of the textures that we use are tiling textures and to create even more variations will blend these different tiling textures together and this allows us to maintain fidelity at close distances while still keeping texture sizes fairly low so we thought why not give this a try for skin now the idea of texturing character is using tiling tech yours is not really a new concept so we were already kind of doing it before with that micro detailed math and for cloth for instance it's being this technique of using tiling textures is being used for cloth weaves to add detail to fabric so maybe we were onto something approaching skin as if it were an environment it was worth the try at
least so when approaching environment art creation the first step is to try and identify the basic common elements that you can repeat throughout so for skin obviously this meant starting with pores but we didn't want to just jump in without first gating an understanding of the patterns that make up skin so what we wanted to do first was to try to find the common poor patterns that are found across most if not all faces in terms of shape and placement and that meant looking at a lot of reference so what we did was we gathered photos and then I went around and scanned several faces in the office and honestly as an environment artist it was kind of fun for me because as for environments the references that I tend to look at our rocks and dirt and bricks lots of bricks so it was kind of cool too even though I spent quite a quite an amount of time
looking at faces over and over again it was a it was a bit of a welcome change from what I usually did so I looked at faces such as these these are all my co-workers by the way and actually I have to kind of set aside for just a small snippet so that dapper fellow to the left most of the slide is our lead graphics engineer and the truth is everybody who volunteered to be scanned it was a super awesome I really appreciated it it's not easy to put on the stocking and sit still it's really awkward to have me scan them but Jason went the extra mile cuz he usually has I browse and I asked him to shave and I wasn't expecting to go all out so it's worth to mention he is the most loyal game developer that I've ever worked with so yeah he deserves a bit of extra recognition so yeah so getting back to it oops I think I went a bit ahead so getting back to it what we did with these references was
try to identify as many micro details as possible and then afterwards simplify them into basic commonly occurring shapes and these were conclusions so first in terms of shape we found that skin detail could be generalized into the very technical terms of dot and line patterns as you can see here and just to kind of add to that we found that we can combine these simple patterns to create even more complicated patterns so for instance this kind of cross hatching effect although it looks quite different from the previous shapes that identified before can actually be created just by combining lines in different orientations and the one I actually forgot to indicate this here but this one on the right actually also has a dot pattern layered on top of that too the one exception was the nose so we initially tried to generalize this just by applying a dot pattern to and
modifying that a bit but we found that nose pores are quite a unique shape on their own and so that ended up becoming its own category the second clusion was regarding placement so we found that certain kinds of patterns tend to be found in the same areas of the face across many different people for instance with the dot pores found more concentrated on the apples of the cheeks Lyons found between the cheek and the mouth whatever this fold is called and various combinations of both throughout the face so I actually went through each set of facial photos and categorized and color-coded as many variations as I could and this is a simplified version of the poor placement map that resulted from our observations of people's skin with the different colored areas representing the different types of patterns that could be generalised across many faces the third
characteristic was directionality so we notice that at neutral expression certain areas of the face were stretched by default and so initially we identified many more basic pour patterns until we realize that some of them were actually the previous dot and Lyon patterns I had mentioned before just stretched so for instance this example right here looks quite different from that basic non directional dot pattern that I identified before and indeed if you were to sculpt it you would sculpt it quite differently than you let's say you would sculpt the pores on the apples of the cheeks but what this is is still basically that same dot that dot poor pattern but just stretched along these directional lines so we found that in general pores on human skin tend to follow the same directional pattern across many different faces so there are some variations to this as well like for instance with age a lot of these
directional lines tend to be stronger to get that again technical term droopiness in the face but in general you won't get a lot of variation from or deviation from this this directionality map so armed with these observations we set about to design and improve skin texture workflow with the following goals in mind so the first one was to reduce texture memory I mean this was the reason that we set out to redesign our previous workflow in the first place and we aim to achieve that by either reducing texture resolution per map sharing textures across multiple models or if we were lucky a combination of both second we wanted to try to reduce texture authoring time to be honest this wasn't actually a main priority but we wanted to make sure that whatever changes we made to the workflow didn't translate to more work for the artist even with these goals in mind however we
still wanted to make sure that the quality of the micro details was actually better than what we were able to achieve before with our previous workflow so we decided to evaluate this by two main factors one how good the details look up close compared to our previous workflow and two we were able to accurately reflect the variation in detail that skin actually has you know we spent so much time looking at faces and and investigating characteristics of the face that we really wanted to make sure to represent that as much as possible so with that in mind this is how we broke down the details for a new workflow for the primary and secondary details and that includes again large wrinkles pockets of fat scars basically large forms that you can easily see on the face that was all still sculpted that was sculpted on a custom one-to-one map the main difference was that we did not include the micro detail so no pores nothing
smaller than 0.5 centimeters and so because of that we could get all these details down to a 512 sometimes 1k if necessary especially for hero characters and because we didn't have to include all these micro details in the sculpt we found that sculpting time was reduced in general across the artist who tested it by about 40% and in the case of scans we could just basically use the smooth scan data and bake that directly onto the low poly and use that as is so this is an example of what a sculpt in this new workflow looks like so you can see all the major forms are represented there's some tiny fine details but that's just that just kind of came out out of sculpting habit from our artists and when baked onto a 512 all of the details that matter those were all preserved for the tertiary details this is where the workflow really differed from what we
were doing before so for these micro details we represented these with four basic shapes indicating the different of four basic for textures indicating the four different shapes so we have our dot pores lines in different directions and the nose in the Alpha Channel and in each one there is a cavity map that we stuck in the Alpha Channel of each texture and we use these as a mask to add detail to the albedo and rough roughness passes so one thing that artists could do was just by vertex painting they could control how the different details blended and place exactly place the details exactly where they wanted to so just by painting in different shades of gray and overlaying certain details they could make characters look older younger more wrinkled just by making certain details stronger or weaker and this is an
example of what these different vertex channels look like so as you can see each detail is mapped to RGB a vertex color channels and these are painted these could be painted in Maya Maya has a vertical there or depending on the engine that you're using I know Unreal 4 has a vertex painting tool in engine so you could actually import your models and paint it right there and to speed up vertex painting we would start out by importing colors from a standard poor placement map and we realized that we could do this because as mentioned earlier the same patterns tend to be found in the same areas of the face so for NPCs that was basically it like we would load it from the standard map and the resulting vertex color was used as is but even for hero characters it ended up being useful as a good jumping off point for artists to do the rest of the work that they wanted to do and that
way they wouldn't have to start from scratch every time so this on the left is what that standard map looks like and this was never actually loaded in game and in Maya or in some of our in-house engines also an unreal you can import the vertex colors from like a Targa or something like that and for NPCs that would be basically it but yeah this would work and this map pretty well with the earlier poor placement map that I showed you earlier so directionality was another important characteristic that we identified in our observations and to apply that in this new workflow we decided to use a smear map to control directionality so what that is is basically 2d vector vector offsets and works similar to a flow map and you would author that similarly to how you would author a flow map as well and these would have a direct influence on the UVs to mimic that look of stretching that I was talking about earlier and this map can
be shared or custom so depending on the character for NPCs we used a few standard smear maps and I say a few because we had a couple for instance one for older characters and one for younger characters but since in certain areas and for certain individuals directional directionality and stretching can vary significantly between different models we also wanted artists to have the option to create their own custom smear map for each character so this depending on if it was a hero character or an NPC it could either be shared or or a custom map so I have a video for you guys but I won't load it directly from here at skort UNIX different teams use different engines and we have this set up in in-house engines but for this talk we chose to do all of our examples in unreal unreal for for a couple of reasons so one everyone has access to unreal you guys are probably familiar with it or
can be familiar with it and the whole point of sharing this workflow at this point is that you guys can all do it and try it yourselves but also we have a few teams that are using unreal to develop their games so it made sense yeah so that's been a lot of words but it'll probably be easier to demonstrate in a video okay all right so in this one I'm just applying the different details with our GBA channels and vertex painting that and we have the ability to adjust the intensity and scale globally for each detail through sliders and in this example we actually have the dot pours layered twice so this was actually kind of interesting to see how our artists used it so some people used it just to kind of add some general bumpiness to the skin so they scaled it real big and you'd have this kind of you know just general unevenness and other people
used it to scaled it really small and had like really really fine micro pores on there so as I was saying before depending on how you paint these details you can paint in different shades of gray and the artist has full flexibility on where and how intense certain details are editing each detail is also a lot easier so compared to the old workflow of separating these details in ZBrush layers editing them was also was quite difficult but here you can kind of experiment with scale you can erase it will but preserve you know for instance you can I'm just going to pause it for a second you can choose to edit only only lines only wrinkles but leave the pores intact and this last bit if you just pay attention to where the arrows are pointing to it'll you'll see the effect of the curvature of these wrinkles by toggling the smear map on and off so
it's I hope it's big enough on there you can just see the curvature changing a bit okay all right so this is how we this is how I break down the how the textures are are so hard the details are summarized in the different textures so as I mentioned before the primary and secondary details are still sculpted but on a much smaller map and again like the previous workflow this is still custom to each character and the tertiary details this time are handled by either 4 128 by 128 detail maps or their outlets together into a slightly larger 256 by 256 texture Atlas and these are shared across all human characters then for the smear map that's on average about 256 by 256 and this handled the directionality or the static
stretching of the skin and this was shared or not shared depending on the importance of the character and also the I guess the choice of the artists and their since I'm assuming we're all visual people are at least uh maybe it's easier to understand this by you know through visual means these are the relative to exercises comparing the old workflow in the new workflow so the textures that are outlined in yellow those again are custom to each character the ones in green are shared and still comparing the lowest resolution scenario of our old workflow with the highest resolution scenario of our new workflow there's still a considerable improvement in terms of texture memory and this is what that looks like applied to an actual model so this is again using the old workflow compared to the new and in terms of close-ups so this is a for
Caden or Mille map that's applied on here compared to the largest normal map that's applied to this is a 512 and I mean you'd never go you'd probably never go this close ever to a character scale but now you can if you want to so I don't know you could come up with some creative shots using using this technique so we created some different lighting scenarios just to test how the pores react if they were acting the way that we expected them to under different lighting scenarios so I'm just gonna scroll through them so you can see we got kind of creative with this we don't really get to do fun lighting so this one's my favorite one it's kind of a Sin City sort of thing it's quite different from final fantasy so it was it was kind of interesting for us yeah so we're
always looking to improve what we're working on and there's some things that we plan our planning for our next steps like to try to improve this workflow even further one of them is to try and use procedural substances in lieu of bitmaps so at the moment the textures that we're using our source from scans mixed with a bit of hand sculpting but with substances we think that we can reduce extra memory even further and also add some more customizability at the pattern level another thing that we're doing is looking at poor distortion for facial animation so making sure that in addition to static stretching the animated stretching also matched with facial animation so that's my colleague cheetah kazuhisa he is working on that and it's a separate system but we're making sure that our different workflows complement each other another thing that's really important that we want to try to push
even further is increasing ways for customization so one way is to add two layers of rgba instead of just one so currently we're we have four basic patterns for each channel rgba but with two were thinking with that extra set of details we could either have entirely new different set of details or have the same ones but have the ability to have different scales and different intensities at different parts of the face and lastly one of the things we're looking into is allowing for optional masks to allow for deckle up location so for instance in the case of war paint yeah okay and I don't know if there's a moral to GDC talks but if there is the moral to this story is that in inter departments of collaboration is good so nowadays skill sets are so specific and so defined and so specialized that we don't really get to
talk to each other much so for instance in terms of character artists and environment artists we have completely different workflows we use the same software but in completely different ways and we don't really get this chance to work together in production and that's a real shame because for instance in this case the solution to one of the problems that one of our departments was having was already put in practice for a while and the point is inspiration can come from unlikely places and no harm can ever come from just talking to each other more so yeh before finishing I just like to give some special thanks to a bunch of people who helped significantly in developing this workflow so first to Eduardo Mehsana who is the chief character artist and did all the art for this presentation and also co-developed this workflow with me also to Jason Lacroix and cheetah kazuhisa who in addition to being fabulous models their faces are in
the slides they're also really helpful in providing feedback and advice Ishihara as well tested this workflow extensively and gave a lot of useful feedback and the other names on here Graham Murray Hendricks Kubek and Paul Chandler are just some of the other models that that I have in my slides and were kind enough to let me use their images so yeah I think I think we have time for questions right so if you've got any questions [Applause] very work I had a quick question about the smear map did you have any problem with singularities due to the directionality of it but sorry part of me with the smear map you said there was some 2d vectors on there then you have any problem with singularities occurring due to just not in our experience I mean like to be fair we we only had a few
artist test this this workflow and they would author smear maps like let's say in Mari some of the one of them like kind of hacked the vertex paint functionality in Maya to try to create a smear map that way I don't recommend it but no problems that we had ever really come up so yeah I hope that answers your question Thanks any other questions hi nice great talk um I kind of missed on when you were painting on the face which application while using it in house so it's the ZBrush sure oh that's actually in unreal for using the vertex paint tool and unreal okay so I mean I'm not saying that you need to use that oh sorry I guess the question was like what was a tool that I was using in that video it depends on your own workflow it
depends on your in-house engine like not all engines have that in engine vertex paint capability so in that case you could use Maya because Maya has that ability but I thought it would just be easier to to demonstrate and unreal in this case hi hi I think this thing is really cool and I have a question about production on this is if these things in use are old man or man's skin I think that would be perfect but how do you treat this on some teenager or young girl's face would you still like use the same way because you know the young ladies maybe maybe show the beauty of his skin and how do you balance it so the question was I guess he understands how this workflow applies to men but how would it work for for prettier people I guess and the truth is that you can use it for for women smoother skin and younger skin as well
because even young skin also has pores they're just a lot finer and less pronounced so in this example we we use an older character with more pronounced details just so you could see it better but it would still be the same workflow just applied a lot light more lightly either the way that you paint it or through the global parameter it's just kind of scaling that all down okay thank you hi this goes a little bit beyond the scope of the panel discussion but I was wondering if you could provide any additional insights onto achieving more accurate subsurface scattering Maps I traditionally see them they're more hand painted and kind of artistic decisions but I'd love to know if you've explored anything with facial tissue depths or achieving greater accuracy with actual real-life subsurface scattering on skin so the question was about subsurface scattering which again for this
presentation we kind of focused more on just texturing and normal details if you want you can email me that question I could try to forward it to somebody who might be looking at that right now well certainly I sincerely appreciate that okay thanks thank you so much yeah we're good okay all right thanks cuz if you use like a RGB mask instead of using vertex color for your placement yes actually so the question was if we can use an RGB a mask instead of vertex color you absolutely could the point with using vertex color was to reduce texture memory so that's one of the things that we're trying to do now like how to layer to RGB a instead of you know just adding more and more maps because the point is to try to like reduces yeah reduced extra memory as much as possible but you totally could okay thank you
[Applause] you
Auto-generated captions from YouTube — names and numbers may be misheard.
Distilling the key insights…
Game Developers Conference · 2026
Deconstructor of Fun · 2026
Comments