Got through retopologizing the mesh for better rendering purposes. The biggest thing from any of the models that will use my skin shader, they will need to have the true modeling thickness on the parts of the character that light should bleed though. For example an ear will bleed light in real life due to its thin nature. So this is no different in rendering and the modeling, any bits on the character that you guys want to be highly translucent and light bleeding though it, simply pay close attention to its thickness. Still the shader can take into account a grayscale map that can dictate the thickness variations encountered in real life, for example lips versus the cheek bones can have different thickness areas and this texture map can cause these variations.