I revisited an old partial scans for this to try them out in real-time with raytracing. Setting this up in Toolbag 4 was a breeze, it's amazing to me to be able to tweak complex parameters like sub-surface scattering on skin in real-time. I baked detail from a high res scan to a lower poly model in Toolbag and also created materials and rendered in it. The animated clip is from Mixamo, where I skinned the face and headscarf mesh onto the stock skeleton and carefully chose the camera angle :D
Quick test with some Mixamo mocap. I placed some shadow casting cards above the model, and framed it tightly as there is no geometry from the neck down