Texturing process is reaching its end. I’ve created the textures above.
I also merged some painted details (such as scars, veins and major wrinkles) into the 32-bit displacement that Robin generated. I merged these in Nuke to keep the bit depth.
The skin subdermal layer is less saturated than I used to paint them due to the new sss shader, the weavelength dependent scatters takes care of the red boost. See my shading post here.
In the fine displacement I painted high frequency wrinkle detail to break up the specular highlights. It also contains scars, blood spatter, and various skin defects. But you will probably not notice much of the details in the diffuse.
Instead of painting reflection intensities in a reflection map, I painted the gloss instead, which blurs the reflections. This made more sense because skin is one material and therefore one reflection value, it was more a matter of skin wetness or dryness which is controlled by the amount of reflection blur. I did do a reflection map though; to tint the blood slightly red. Otherwise the blood looked to much like plastic.