With whatever you’re doing, you’re going to need to use another program as an intermediary step. Depending on your goals, you could probably get away with one of the less expensive versions, especially if you’ve got human skin in mind.
If you do a search on filterforge for skin, you’ll get some options. What I would do is take one of those, make a 1000px or 2000px tile, load that into spotlight in zbrush, and then polypaint it (using the pen brush) onto a figure (genesis) that’s been subdivided up to about 15 million vertices. Now you’ve got something that has a somewhat realistic skin base. I’d then just use the zbrush surface tab to add noise to that skin and generate my skin texture and bump maps from that. You’d then have to go back and add nipples and belly buttons and things in photoshop.
Where I’ve used the bump maps from filter forge are things like adding details to the turtles bodies, their shells and their weapons. Muck’s textures are also based on bump maps from filterforge, and filterforge bump maps play a big role in the metal materials included with my cyberarm and banded metal bodysuit.
For things like Muck, I didn’t use the surface tab in zbrush, but rather took the bump map from filter forge into photoshop and made a brush from it like what’s attached below, and then used that brush as a drag direct standard brush in zbrush to sculpt in detail to a high poly mesh which I then created a displacement/bump map from.
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