The emissive texture is done. With that, the retexture is complete.
Everything was redone on a fresh UV layout, resolution got bumped up from 2k to 4k, new detail floaters were made and baked.
As for the skin, I’ve painted and baked it in Blender, using an elaborate Cycles noodle setup that blends between several common skin types. The finest level of skin detail is a special detail map which lives on its own UV channel and affects roughness; this was the best way to make skin look like skin without using a whole new BRDF.
The one thing I didn’t have to touch were the eye textures, they were already good enough. This time I got to use them at their original resolution.