When all the armour/suit parts were textured I moved onto texturing/shading the head. Texturing was also done in SP, using the ‘airbrush’ method.
This is a popular approach to painting skin/organics and comes from the traditional sculpting/silicon mask-making techniques. Layering on the skin tones using different tones for different regions. This gradual building up of many layers can give quite a natural look and is a quite enjoyable process.
I painted an epidermal(top layer) and subdermal(tissue below the surface of the skin layer) map, which were piped into the Vray skin material.

I also experimented with painting a base reflection map(mostly derived from an AO/cavity/SSS map ripped from 3dsMax’s Render Surface Map tools) which I then duplicated and adjusted in PS for the glossiness map.



This time using Zmodeler/Radial symmetry:













