spped77, thanks man.
SOL_33. thanks, the first image is an ambient occlusion pass. It is a measure of how hidden (occluded) the face is and does not have anything to do with lighting. In your render passes you enable AO, and then render it out, and in your compositing you select the ao socket and put it into composite or viewer. The details come from a few different places. the face is sculpted to multires 4, and then additional bump from both normal and bump maps. The collar lace is half geometry/half bump. The shirt is all bump, the badge is fully modeled with a displace modifier. Almost every single material somewhere somehow has at least a tiny bit of bump, some procedural (musgarve…) and some from grunge textures.
Because it will be a still I probably won’t bake anything, and just do a long render.