The colour on the model is done, but it isn't realistic enough. Skin isn't perfectly smooth, so using a bump map we can create the illusion of a less perfect surface. Below shows a closer view of the model with just the colour map as a point of reference.
Using a copy of the colour map from before, it is desaturated by going to image > adjustments > desaturate. The levels are then altered by going to image > adjustments > levels. This makes sure the blacks and whites are represented fully in the image. Next, a high pass filter is applied by going to Filter > Other > High Pass. Using the clone stamp tool, the ridge around the edge should be removed to prevent a ridge on the model.
Back in 3DS Max, the bump map image is placed in 'bump' on the maps rollout of the material applied to the head model.
The image above shows that the bump map alone is too strong. We can 'dilute' the amount of bumping by mixing it with some noise. Applying 'mix' to the bump rollout instead of the jpeg allows this. Within mix, one is set to 'noise' and the other is set to the bump map image. A slider allows the two to be merged to varying degrees. The images below show a good mix.
Finally, more detail can be added by painting white for raised areas such as hairs / moles etc and painting black for indents like wrinkles.
Here is my model with the colour and bump maps applied.
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