Before starting, switch the Render Engine from EEVEE to Cycles, as this may prevent Blender from intermittently hanging during the process.
Avoid opening the Material Properties or clicking the Slot Menu or Material Selector buttons in the Shader Editor during this process, as it can rapidly consume significantly more memory and cause Blender to crash if it's exceeded.
Ensure you've downloaded the most recent versions of the assets.
To use the Arm Textures with the Head Textures, put both sets of textures in the same folder first, and load the 1001.png images instead of 1003.png where indicated below.
Open the Skin material in the Shader Editor and unmute (M) the muted Image Texture nodes. If you're not using the Head Textures, leave the node that's connected to the Subsurface Image input socket muted.
Load Skin Albedo.1003.png into the Image Texture node that's connected to the Albedo Image input socket.
Load Skin Roughness.1003.png and Skin Displacement.1003.png into their respective Image Texture nodes, and set their Color Space to Non-Color (see image on right).
If Wrinkles node is present, unmute (M) the Image Texture node that's connected to the Wrinkles A socket and load Skin Wrinkles A.1003.png. If there is no Wrinkles node, add a new Image Texture node, load Skin Wrinkles A.1003 and connect it to the Skin Shader's Compress socket.
Change the Image Texture node's Texture Interpolation from Linear to Cubic, and change the Color Space to Non-Color.
Be sure to set the appropriate Cycles Render Device in Edit > Preferences > System, and select GPU Compute (if available) in Render Properties to maximise rendering speed.
The following example settings can be applied using the Skin Shader, however similar tones can also be achieved in image editing software by layering the Albedo over the Base colour image and adjusting the HSV of both layers. Tip: for lighter tones, try reducing the Saturation instead of increasing Value (which tends to also increase the saturation).
Increasing the Base Mix so that some grey is mixed in can help desaturate the skin, improving the appearance of some darker skin types.
Individual layers for the Albedo, Displacement and Wrinkle maps are included, so they can be treated independently in image editing software. This makes it easier to modify the wrinkles without affecting the pores, for example.
The Albedo layers should be stacked in the following order:
Veins
Blemishes
Wrinkles
Mottling
Shading
Base
The Displacement layers should be stacked in the following order, with the blend modes and opacities indicated:
Fingernails (opacity 5%, blend mode: Normal)
Arms Blemishes (opacity 20%, blend mode: Normal)
Wrinkles (opacity 20%, blend mode: Normal)
Fingerprints (opacity 7%, blend mode: Screen)
Pores (opacity 20%, blend mode: Overlay)
Veins (opacity 50%, blend mode Normal)
Sculpt/Displacement Base (opacity 100%, blend mode: Normal)
For Wrinkles A, substitute the bottom Sculpt layer with Hand Wrinkles A.png.
Nail Polish: For a smooth surface omit the Fingernails Displacement layer, or open Displacement.1003 and select a flat mid-grey from the empty space in-between the UV islands, then paint over the fingernails to remove the ridges.
You may find it necessary to resize some of the images to preserve memory, especially with 8GB of RAM or less. To retain the highest quality, prioritise the resolution of the displacement, followed by Albedo and Roughness, with Subsurface being at the lowest resolution.
To achieve the highest quality results, make sure Displacement & Bump is selected in Material Properties > Settings > Surface > Displacement, and set the object's subdivision level as high as your hardware permits. This allows the finer bumps to displace the geometry and cast shadows, as well as interacting with the SSS more realistically. Deleting geometry that is outside the view can provide more headroom for further subdivisions.
Attention: Keep a close eye on your memory usage while testing subdivision levels, as overdoing it can quickly exceed the available RAM and cause a hang or crash. Also, if EEVEE is enabled instead of Cycles, merely selecting a shader node or material may cause the memory usage to massively surge.
In a similar vein to the above, the higher the sample level, the less noise - but also the greater the apparent realism. And while denoising produces smoother results, it tends to smear away the fine details and also contributes to less convincing renders at lower sample levels.