kind of. Its not a one to one, blender just can’t handle the same amount of polygons as zbrush, nothing can. and I cannot find an answer as to why no software can replicate even a 15 year old zbrush versions sculpting performance. But I digress. The blender equivalent for pores would just be going straight to the bump/normal/displace map, which is just what zbrush will bake down that noisemaker stuff to eventually so ¯\_(ツ)_/¯
You might have a look here:
yes you can like here for example
another option is to try armor paint and see about tiling pores, noise and painting hair line wrinkles?
You can absolutely sculpt skin pores in Blender, btw. I think I’ve shared it before, but there’s a great skin pores brush pack on Super Hive that I bought ages ago, and have used plenty. You just need enough system ram that your PC doesn’t go boom ![]()
Here’s one of my previous projects with sculpted skin pores:
A mixture of a displacement map from Texturing XYZ with some manual cleanup. I normally use bake from multires to create a final displacement map.
The sculpt layer addon is also good for, well… layering. Not sure how many vert this is… maybe somewhere in the 10-20mil range? It’s been a while.
Im having issues with linux mint, I basically nuked my default endevour os when I was trying to update it. Im using a secondary operating system which runs vulcan very slow. LMDE 7 version. Vulcan would probably allow 40 million polys which is the amount to get decent pores. But opengl is sluggish in comparison. also optix doesn’t seem to work here.
I did just get armorpaint 1.0 compiled and linked.

