The wrinkles are stored as a displacement map. So load the file and export to STL with the right options (subdivision and apply modifiers).
Pretty old tech, only thing has changed is that computers now are powerful enough to do it a lot, and editing has become easier too for same reasons. Even games are doing it, as video cards got fast enough too and more programmable.
That is GTX400 DX11 demo.
Last edited: Mar 27, 2017