At a glance, looks like a padding issue that's throwing those seam and bleeding errors but yeah as @Thanez said we need more info to drill down on this for you.
Most common(right?) you blend between normal maps for wrinkles. They would be shader parameters that you would alter to enable/disable wrinkles in certain areas..
thank you for the tip, managed to get more wet look using the blend + additive still, it's not as realistic as I wanted, but enough for me I guess hehe
Love your concepts. My vote is for #2 since from a distance the hair color doesn't blend with her face and the rest of the outfit complements one another.
This is what it looked like after replacing my blockout by the meshes. And this is after I tuned the textures by setting colors, applying blending materials and some vertex painting:
You could import the t-pose. Create a layer and with that layer in record mode import the posed mesh. You can then blend between or turn on/off the layer.
Don't you guys have mipmap bleeding issues with tiled texture atlas ? Or is there some shader magic to precisely wrap textures ? Like a clamp at "subtexture" level ?