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I put the font, side and 45 view and matched it using eraser and clamp tool with different opacities.
Here are some photos I downloaded and used for texture map.
Here is my finished texture map.
SSS shader.
SSS shader gives more believable texture with transparency of human skin.
I first set the numbers of SSSshader and than imported different texture maps.
The options will be different by your lights settings and object size, you have to find your own number by lots of testings.
Epidermal map
Epidermal map is for out side skin I made Epidermal map by 50% desaturation of the original color map. and I gave 0.4 for Epidermal weight, which is very light.
Sudermal map
Sudermal map is in between epidermal and back scatter. it should be orange to red color as human. blueish for reptiles. I gave 0.6 for Sudermalweight in Maya so it shows in the epidermal skin. I just simply add more Orange color to the color map and darken some parts to need to be dark.
Back scatter.
I think Back scatter is the most tricky part in SSS shader.
I can only see the back scatter on thin parts like ears and fingers.
I gave the back scatter weight value at 1.0. It should be stronger than both epidermal and subdermal maps. Back scatter map was made from the color map with full saturation and red.
I also paint veins in the ears and darken every edges.
You can put you overall texture map to diffuse weight or overallweight.
diffuse weight will give you a soft color for overall, and overallweight will give you a very strong
color for hole body. I used diffuse weight for an soft skin texture.
Diffuse weight map
After I set my settings I applied all the texture maps to each layers.If your texture map is darken or lighter than your layer colors, you also need to set the numbers again to make it better.(if it's darker lower the weight, if it's lighter higher the numbers.)
Here are some of my final render images which shows the transparency of the skin.
There are several ways to creat displacement maps. you can use maya, body paint, mudbox, or Z-brush.
I used Z-brush Displecement map because it gives better quality to my work.
I exported my base mesh as an obj file and imported to Z-brush. Then I did as much sculpting as I can.
Here is my z_brush detailing.
When I felt done for detailing I exported 32bit displcement map using Z-brush displacements. I created a displcement node in maya then tuching option in maya. Under coloer balance, put alpha gain 2.2 and alpha offset -1.1 Go to window->rendering editor->mentalray->approximation editor. Create subdivisions and put numbers for 3~5. This will give you fake subdi meshes when you render so displacement will appear better.
Origonal Mesh(7600 polygons)
Origonal Mesh with Displacement map
with Texture map(SSS shader)
Normal map I created 16bit normal map with Z-brush. normal maps are usually for game characters which need qualities with light weights. However it is good to use normal map when you are using displacement maps.
I also used normal map on her swim suits too.
Here is the normal map on her swim suits.
Bump map I created bump map from my color map texture. In photoshop I desaturated the image and gave more contrast by using curves. I gave very little amout of bump depth because I already have enough bimps using displecement and normal maps.