I hope these tricks help someone while making the hair cards.

Facial features

After finishing the sculpting phase I was happy with the shapes I had, I just work on them till I reach a point where I am happy with them or they are workable if I am running out of time. In this project the new thing I used were Texturing.xyz displacement maps. For a game head, proper alpha pores work pretty well but I just wanted to try the scan data from Texturing.xyz and they are great. They have all the necessary documents to using their displacement on their website. One thing I learned the hard way was not to go crazy by hand sculpting on top of those scan data. Cause the information is extracted from a real-life human and personally, I am not in a place where I can go and change something by hand which is a real-life thing. I can just use it to enhance my art. All I did after displacing the information was to add few imperfections like scar and moles. and pump up some of the secondary details as pore details were making them blurry. After this, I just bake my high poly information to low poly and start making my textures. There is no secret to getting something like this. I just projected my albedo, played with hue and saturation, hand painted a bit . after that I went and made my roughness map.

Every big change I did I made sure to see how it is turning out inside Marmoset, which was the render engine I decided to use this time. It was just a lot of back and forth, seeing what looks best under every lighting situation. The forehead was just made to look more oily by using a secondary reflection inside Marmoset. Which tightens the specular on the area where light is hitting it. So I kept low spec and higher gloss to achieve that look.