Thanks! At First I was thinking about using opacity map for it, but then when I applied the Vray Fur using the same diffuse map for the mask it worked perfectly! :D
Looks like your UDK lighting is set to unlit (diffuse only) See on the top toolbar where the cube icon is selected? Select the cube icon immediately to the right of it.
Usually, the output from the Normal Map node should go in the Normal input on your shaders (in this case, the Diffuse shader). Does that give you any better results?
The skin shader can be enabled by swapping from lambertian to skin in the diffusion module. Out of curiosity, what sort of features would you like to see in a toon shader?
In vray you can disable shadows/diffuse lighting/specular/reflection on any light. Also, you could exclude the ceiling from receiving shadows from that light.
Alright have had a few dramas, needless to say started fresh. Changed the colour scheme to a more earthy toned colours. Just diffuse / normals no spec yet.
fileReload - batch reload of all textures on selected object (diffuse/spec/gloss/etc/etc/etc) Saves so much time instead of juggling through the editors.
Update - everything is blocked in with the basic of materials in UDK (diffuse, normal, spec). I'm still working on lighting the scene and getting something other than basic sand for the ground.