In layers change from base color to emissive and change the blending mode to disable on the everything that isn't emissive related. Something is probably providing color to that channel and so affecting it.
To my flawed eye, it looks like something is wrong with the nose, underneath it doesnt blend right, it looks a bit stuck on. http://media.photobucket.com/image/noses/Manshee/mizzd_noses.jpg
Can you link me to anything on this? I'd like to see how trivial it is. I'm using tech at the moment that utilizes this and it makes a word of difference in blending meshes together.
They are using 2 tiling textures with vertex blending, here's the textures (resized from 2048) That screenshot is pretty cool, I'm actually thinking about redoing the striation image.
snemmy - the thing that irks me even more is great art , but shit gameplay. mentioning animation also I hate mocap without animation blending between sequences.
maybe they are a silk blend and thats why they are shiny. Maybe they were soaked in some sort of reflective material to help identify themselves among each other during battle.
If Maya refuses to do what you want with normals then Normals->Unlock normals will often fix it. In general, use the soften/harden edge tool to blend in new polys.
Is there no way to do what the OP is asking for with normal maps in projection painting, ie use projection painting with a normal map and have a new stroke overwrite the previous strokes normal instead of blending? I've been using height maps or converting normal maps to height maps to get normal map projection painting to…