Lunch Time Fun ^^
Yeah, what that will be is what is known as a "detail" map, you get a tilable texture and using a textureCoordinate node you make it repeat alot by reducing the size. This way when you are far away you can see the normal model but if you get up close you can see the detail map which is usually cracks, little bumps etc .
Hope you understand that, I'm crap at explaining sometimes :P
@ Kyle - Thanks bud, I am glad you liked it
Jackyboy is right with the "Detail Normal" explanation.
Normally detail normals are 256x256, but sometimes are bigger or smaller (e.g. 128x128). Like he said, by using a Texture Coordinate Node you are able to tile one of these a lot to give small details when close to the model.
Unreal already has a few of these. To use one, click on the parent directory for UT Game in the Generic Browser. Once you highlighted the directory, type in the search bar "DETAIL" and it will display some of the pre-made one's. Hope this helped. If you need anything else, you can contact me here or on msn. ![]()
@ Jackyboy - Thanks for the explanation bud 
-Jeremy-
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I like it! I think you need a better angle for it though, if you look at it in the material viewer's sphere you can see alot of detail on the lions face. Where as the straight on shot doesn't do it justice.
saying that, does look good though :P
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