Looks like just peltmapping, and arranged randomly. Need to really take care with arranging your uv's to get the most out of resolution. If there isn't any of your uv's on it, it's completely dead and useless space you're still paying the costs for (memory, texture lookups bla bla bla).
I always slap an Edit Mesh modifier below my projection cage before handing off to xNormal, and keep it for exporting meshes to engine. That way triangulation should stay consistent. d'oh. is part of the problem their uv channel 0 lookups for specular lightmap calculation? so annoying.
If for whatever reason you disabled mip-mapping on the high res texture it would for sure be a pretty big performance hit if the GPU had to perform a minification-esque lookup.
those lips look pretty good but just start by sculpting the planes of the face first before trying to go into detail. if you are wondering how to sculpt something just lookup reference and study the form
shadows: at the moment it's literally justmixMask = clamp( ( ( heightmap - vertexColor.r ) / blendFalloff ), 0.0, 1.0 ); I'm pretty sure my maths is wrong still, it produces a reasonable effect but it isn't exactly what I need. Will try to perfect it tonight once I figure out where I've messed up my vertex colour lookup.
This depends on what shader model you're using. If you're using the 'metalness' shader model then the diffuse colour of a metal becomes the specular colour - non metals just don't have specular colour. for the other shader model there's this handy lookup table from marmoset: notice that unless the material is extremely…
probably quite straightforward to do. you can script it, as long as the delta between the lods verts is not too crazy you will do ok with a closest vert lookup and copy the value over. have you tried projection modifier and project vertex alpha from the good lod to the other one? (it's the last rollout in projection…
I have "sample lookup" = density-based(best) and have cecked "check sample visibility. What should I do with the cells? And where do I fix that? I have current preset Medium.
Todays update! Some more blockouts and scene dressing! A lot of internet scavenging and reference lookup for stuff around the 50's that would fit this scene! Slowly coming together! @Chidambhar_Swaroop Thanks a lot man! Appreciate it.