Hello, this is my latest work, high poly all done in zbrush, textured in substance painter and mari, rendered with marmsettoolbag 4.
A Little Breakdown
The skin details was hand placed in zbrush using HD Geometry which was a combination of both texturing xyz alphas and my personal alphas. The skin texture base was from texturing xyz, but it was too flat so imported it into substance painter to add more breakup using clouds with different size and intensity.
I wanted to add micro skin texture breakup so i exported displacement map from zbrush run it through Knald and exported concavity and ambient occlusion which i imported into substance painter and inverted the textures.
In marmoset using raytracing the skin details was good enough but i wanted to add micro skin breakup so i used a displacement texture i got from surface mimic used knald to convert it into tileable normal map and added it in marmoset.
Roughness map was done in photoshop which was a combination of displacement map and cavity blended together to get good base before painting roughness zones, another feature in marmoset is the clearcoat microsurface, using advance micro with concavity as my map i was able to get micro skin roughness.
Eyes was from Flipped_Normals. Head and clothes maps were all 8k
Thanks for reading.