Bump Map: To create the bump map I generated a new normal map in ZBrush, selecting the "tangent space normal" and going back into Photoshop where I converted it to greyscale mode, adjusted the levels and used the "high pass" filter ( Fig8 and 9).
Fig.08
Fig.09
Specular Map: The normal map is interesting because is has volume and a little bit of both soft shadows and soft light, and this is ideal to create the specular map. The process is to change the colour mode to greyscale, like I did before, adjust the Levels and paint areas on the map where there is necessary brightness, for example on the mouth, nose and ear ( Fig10).
Fig. 10
Shader:
In this work I used the "fast skin shader" of Mental Ray that can achieve good results with human skin. This shader works with several layers, like overall, diffuse, epidermal, specular, etc... You can find lots of tutorials about this shader on the Internet! ( Fig11)