Autogroup your mesh. Ctrl click on the main body. Delete what is hidden. Auto group by uvs. Separate your figure into limb, face and torso groups.
Subdivide up to around 15 million, use the standard brush in dragdirect mode and set your alpha to be that image i uploaded above. Then you’re just dragging that onto the figures surface in overlapping ways. You might have to adjust the brushes focus some to eliminate any hard straight edges on the outside rectangular borders of the brush..
Do this on your morphed mesh to avoid ugly stretching. If you’re making a texture for an extreme morph, always paint it on to the morphed geometry (but don’t tell that to the people who keep cranking out hideously amateurish stretched out textures at runtimedna).
Generate displacement maps for each of the three main groups once you’re done (face, torso, limbs). In photoshop you can use gradient maps to make separate diffuse maps from your displacement maps. (you’d put orange at one end of the gradient map slider and black or brown on the other and slide them around until you get something that looks right. Then you save it as a preset so you can reuse it on the other two maps so they match)
Click thumbnail to see full-size image