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|Session Name:||Achieving High-Quality, Low-Cost Skin: An Environment Approach|
|Company Name(s):||Square Enix|
|Track / Format:||Visual Arts|
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|Overview:||In this talk, Adelle will present a workflow for character skin detail texturing that allows for a detailed representation of a variety of unique pore types, enables extreme close-ups of skin detail, significantly reduces artist sculpting time and texture memory while still allowing the necessary control, flexibility, and creativity in the character texturing process. 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, with some key features that deal with the unique nature of skin.|