Note. Not my base mesh and texture, purchased a highres model from turbosquid (20000+ vertex, several 4098x4098 textures) and reduced it to 600 vert and a 2048x2048 texture page (for diffuse, alpha, normal and specular maps)
was currious if i could use a warm blur (bias on red) to emulate subsurface scattering, the way light is reflected under the surface of the skin.
the second screenshot, experementing with oversampling to try and get smoother edges while performing blur, which not entirerly happy with.