Just create a new usage. You can name it "detail_normal" for example. You need to change the usage for your second graph output and your second texture sampler.
The right way to go is with a vertex shader. But I suspect Sketchfab doesn't let you import your own shaders. For example https://www.youtube.com/watch?v=B4j5tzAIflU
- got VIsta+ ? then perhaps disable the tablet/writing recognition feature in the OS - try reinstalling the drivers - if it is just zBrush and not for example PS or msPaint check knowledge base at zBrush
With that low of a hardware spec, you'll get the most bang for the buck if you go with no lighting at all, and put all the lighting in a lightmap. Here's an example. http://wiki.polycount.com/LightMap
you have to open close them,- or restart max. For example if the material editor is gone hit twice m to make it invisible and visible with the new position- should work
With most types of stylized art, it usually comes down to exaggerating or stunting: Form and Proportion Color and Lighting Movement (and sometimes Suggestion; think simple cartoon noses as an example)
Here's another one. It looks like segments of the grid are rotating, but it's really just one grid. Very frustrating, and I already have a headache: EDIT: and a better example:
depends on the engine, can talk about the unreal 3 and yes it has an impact, for example, a normal level of ut3 has like 300k unique but 3mio instanced triangles
The sphere was simply my example of an object to demonstrate just exactly what the program was doing when a texture was applied CORRECTLY. Your smart ass comment however, is appreciated.