Karkadann wrote:I like the second idea, It will definitely keep me out of every bodies hair for a long time, but the mesh on the stones is not flat and it produces the same chunky shadows on itself if I move the light to a higher angle
Baking light maps or using a normal map as a light map results in what you refer to as "chunky" shading. In most cases, much better results are achieved by baking ambient occlusion maps. Since I work in Blender and 3dsMax2011, I'm not certain what capabilities your software has, but this is a copied directly from the help files of 3dsMax2011:
Ambient Occlusion (MR) Map
Use an ambient occlusion map when you want the surface information to describe how much ambient light the surface can receive. The ambient occlusion map considers the obstruction of the light by surface contours and surrounding objects. By using the ambient occlusion map when rendering, you do not need to set up special lighting, replace materials on the objects, or use with global overrides because the ambient occlusion map already accounts for these settings.
You can use ambient occlusion maps with or without a Projection modifier and for many different purposes. Use them to mask layers in Adobe Photoshop, for items such as painted edits and texture maps. Also use them as dirt maps, or as masks for reflections or specular light.
Note: By default, the shader used by the Ambient Occlusion bake element excludes the low-resolution object from the ambient occlusion calculations whenever performing projection-mapped texture baking. However, if the Projection Mapping option Include Working Model is enabled, then the occlusion rays will include the working model. In this case, projection rays also include the working model. No undesired blank areas appear on the map, because there are no cases where a projection ray passes though the lo-res model to hit a point on the high-res model that is completely occluded by the low res.
Note: This map is available only when the mental ray renderer is active.
Here's an online tutorial for 3dsMax9 that I found:
Online Tutorial. At the bottom of the page are rendered screen shots of the shading results. I think this is what you're trying to achieve.