I was making my character for study, I made the model with many vertices, then I made the retopology, so far it’s okay, I put the color texture and the normal map, but when activating the subsurface, I had this problem as you can see keeps showing these imperfections in the character’s neck.
In eevee does not have this problem.
I tried to lower the value of the normal map to 0.800, if I lower it more than that I will lose the details of the sculpture, I activated the auto smooth to 70°, then I see that the normal map texture is already PNG, and as you can see the two have smooth in the mesh.
That didn’t solve the problem, as you can see.
look at the end that when I disable the subsurface the mesh is normal.
I think what’s happening is that you are running into a limitation of Cycles. Your model uses a normal map for detail, but subsurface scattering is calculated using the actual polygonal shape. You might get a better result by changing the sss method to Christensen-Burley instead of random walk: it can be more tolerant of sharp corners, at the cost of being a bit less physically correct.