Some details have been added to the vest model via the normal map and below I would like to share how I approached the task.
This is real-time hair using traditional method of alpha textures on polygon planes. Rendered in Marmoset Toolbag.
When creating this hair style I realized that it easier to start laying out the alpha cards from the lowest point on the neck and building up layer by layer, instead of trying to squeeze in small strands underneath the top ones.
Adding first pass of details. Further will need to accentuate the facial features and secondary details.
If anyone could share their preferred method of normal baking, I'd really appreciate it. I tired both Maya bake and XNormal bake and it seems that Maya transferred sharper details. The only issue is that Maya limits normal bake to 4K and I am aiming for 8K normal map. I have not tried Marmoset baking yet, so I give that a go as well. Thanks for looking!