this post was submitted on 19 Aug 2023
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Hey! I have a human model that I have put together for a Three.js web app. The model will be a GLTF/GLB file and will ultimately be compressed with Draco.

I’m at the point where I am creating the skin material and wanted to come and ask the pros for some tips!

I’m looking for some pointers on the best way to create skin material (for a black person if that matters) that would be good for performance and file size?

I’ve been researching on my own, have set up some skin shaders, and considered using a texture map, but need help figuring out what the best overall move would be for my specific use case.

Thank you!!

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[–] pennomi@lemmy.world 3 points 1 year ago (1 children)

GLTF doesn’t really allow custom shaders, you’re mostly limited to PBR style. So for realistic skin you’ll need a diffuse texture and a roughness texture, and will skip the metallic texture and the emissive texture.

Since you’re running on web I highly recommend using 2k resolution at most for your textures (always keep textures at a power of two, so 2048x2048 px). Even better if you can use 1k textures. It all depends on how closely the user will be viewing the model. Compress the textures as jpeg instead of png for optimal transmission size.

I’ve spent more than half a decade on work exactly like this so definitely feel free to ask me to clarify if any of this was confusing.

[–] BobbyBandwidth@lemmy.world 2 points 1 year ago

TYSM! This is super helpful. Will run with this for a bit and might come back with a question or two :)