you do not have to set key frames to do this if you just duplicate your mesh. but this is an example of exploding a mesh for baking. https://www.youtube.com/watch?v=bgYoXF6QmWw
I love this, very few critiques, if any. I really like this. Some of your UVs look stretched, the workbench for example. Glad you're finishing this up man.
The only example of facial expressions from Epic I can think of is Gears of War, they used bones to animate the face. http://www.unrealengine.com/files/downloads/Jeremy_Ernst_FastAndEfficietFacialRigging2.pdf
I was basically 'unwrapping' in an incredibly messy way to quickly apply flat colors to the right faces to save texturing time and be able to iterate a lot on the palette. Quick example:
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.
Here's a practical example of the above applied to blendshapes : https://www.youtube.com/watch?v=BUG3QwRjABY&feature=youtu.be As said this also works for skinweights, vertex color data, and so on.
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