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
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)