Published August 05, 2020
I sculpted the face in ZBrush and used Texturing XYZ for the highly detailed areas and then I added some extra detail in sculpting on top.
I did the texturing in Substance Painter and Photoshop.
For the face, I used Diffuse, Normal, Gloss, Backscatter maps.
About the hair, there was a lot of re-work in order to define the right thickness of hair, correct maps, building materiel for Unreal Engine.
I used Diffuse, Gloss, Depth, ID, 2nd UV Lightmap, and Alpha for the hair.