Here's a personal project I've undertaken to try and push the realism in my character creation skills. I used a UDIM workflow for the clothing to try and achieve this. I hand sculpted the head, before using ZWrap to fit the 3dscanstore base mesh to it, enabling me to use the awesome 3dscanstore textures for a base, before tweaking, creating custom maps in Photoshop and sculpting on top in ZBrush. The clothing was created in Marvelous Designer - I then retopologized and unwrapped in Maya before taking them into Zbrush and reprojecting and adding high res details by hand. I then baked and textured them in Substance 3D - everything was rendered out using raytracing in Marmoset.