Photogrammetry Human head - creating a game ready house mate

Project made during a University Module focused on Materials and photogrammetry.
I decided to try tackle scanning a human face to see how I could apply photogrammetry to my character art work.
I was happy with my texture scan but didn't manage to get the skin details in the mesh, this gave me a good opportunity to try and push my shader work in engine and learn to layer materials for higher quality details.

Textures:
1x 4K
2x 2K
13x 1k
5x 512

Face:
Base Colour - 4k
Mesh Normal - 2k
MRAO - 2k
Tile Mask - 512
roughness ID Map - 512

3x Skin tiles - 1K | (Normal, AO, Roughness)

EyeBrows:
Alpha - 512
Ramp (Root-Tip) - 512
Height/Depth - 512

Hat:
Mesh Normal Bake - 1K
Tiled Mat:
Normal - 1k
AO - 1k
Roughness - 1k

I think I could have gotten away with using 512 Textures for the skin detail tiles.

I used UE4's Hair Shader for the eyebrows

Credit to:
ZbrushGuiodes for the Skin brush pack: https://www.zbrushguides.com/skin-brushes-update/
and my Housemate for sitting still while I took hundreds of photos of him.

I hope you liked it :)

UE4 renders

UE4 renders

PhotoScanned in metashape

PhotoScanned in metashape

the mesh wasn't really worth using for any normal bakes.

the mesh wasn't really worth using for any normal bakes.

so I did a very aggressive clean up, and decided to see what I could manage using Tiled textures in engine.

so I did a very aggressive clean up, and decided to see what I could manage using Tiled textures in engine.

Skin Tile sculpts in Zbrush.

Skin Tile sculpts in Zbrush.