For the shader I needed masks for the wrinkles and bloodflow textures. The first decision I had to make was how many texture maps I was going to use. With RGBA and inverting the remaining space gave a total of five masks, which actually provided ten textures through mirroring around the centerpoint of the face.
For optimizing purposes, this could have been handled differently, but I decided to go with two texture maps. This way I could fit six wrinkle masks and two bloodflow masks and together with a smooth step operation I could mask both sides of the face. By multiplying float values and then adding them together to work as a lerp-value, switching between the normal map and the wrinkle map, I could control where to blend in wrinkles. The float values were exposed and controlled through calculations in the node editor.