love the shader stuff, i think its often underrated from an artistic view... i also hate math and am not a technical person but i find creating and experimenting with realtime shaders incredibly exciting and helpful :D
I don´t know Morena but are her eyes really that big and apart? Can I see your ref pics? And I´d love to see the realtime render without the paintover. Hair looks quite good.
Pretty nice blockout, is the end goal to have a nice render or are you going for a realtime model? Your presentation could benefit from either posting rendered images or using a program like ShareX to crop only the viewport.
i do know of one game in production now that is using real time muscle deformation, with skin sliding.. its unannounced and i don't work for the company making it, but i have seen a realtime demo of it working and it was awesome..
Remember that engines are not used entirely for gaming, fast example: realtime model viewer to showcase your shit. And guess what, nobody has to download the unity player anymore to see it, flash is all you need and everybody has it.
People also seem to be confused by the term shadowmaps being used for pre-baked lighting and realtime lighting. They both aim to achieve the same thing, just with different methods, the shadowmaps hold slightly different information in each case.
yeah just reverse the normals on that part of the mesh, use backface culling in the viewport options to spot this sort of thing in future. Are you using a realtime render engine to show this off? why not use ue4 or marmoset toolbag 2?
3dsmax? Not natively, shaderFX has a few realtime viewport blending options that work. There might be other shaders you can download and test out that do the same thing. ShaderFX is free and easy to use, worth looking at anyway.
i dont believe you can show this in realtime viewport only in a mental ray render, i remember trying it a while back. heres the steps I took: http://members.shaw.ca/alexkam/tutorials/paint_vertex_color/ hope that helps!
Another idea might be to render with Maya Hardware. This should produce the same kind of quality you have in the viewport. If I'm not mistaking Maya Hardware is probably more "realtime true", displaying what could also be achievable in a game.