Back in 2018 I was tasked with making a male default character to use for various cinematics at Blur. This fella showed up in a lot places, or serve as a base character to turn into whatever needed. I took raw scan data, cleaned up, sculpted the high poly skin deets, utilizing texture XYZ libraries to create my own alpha library I then used to apply custom skin deets/flow to the model. This workflow was highlighted in the 2018 zbrush summit, that a few of us character artists from Blur presented. I gave a presentation/demo about how I use this workflow to achieve photorealistic results. Shout out to Tom Tran for the badass eye setup/material and all his vray knowledge.