Double Post: Sorry peeps, will make this quick. Me and a buddy of mine are debating on certain aspects of shaders vs. pixels, specifically, displacement. In UDK for example, I can set up a vertex blend material that also (through proper controls) can displace visually a mesh if I paint certain materials/color on it.…
You can switch to custom lighting model in material editor and build your shading from scratch. Nicely painted diffuse map coupled with proper ambient cube and vertex color for AO might be a good start. Using phong model with spec is heavy in itself and more lights hit the object, heavier it becomes. You want to get away…