This purpose for this scan was to help me understand how to use alphas and certain brushes in Zbrush and incorporated them into my workflow. Using youtube tutorials, and free online resources, I was able to create extreme skin detail and export the detail to a normals map and a displacement map. The tutorial also detailed how to export a cavity map, and a AO map, though my computer didn't have enough ram to complete these operations.
In Substance Painter, I was able to load in the normals map, and load the displacement map into a fill layer with only "height" activated. I used the default skin material on a fill layer with only "roughness" activated, then brushed in more roughness for the hair, and less for the eyes, and a bit less for the lips.
This was a generally successful workflow, my next project is to download and learn Bitmap2Material to see what kind of maps I can generate through that.
1) It's best to photoshop out reflections from eyes in the diffuse texture if you're going to expect reflections in the material
2) Zbrush exports maps upside down. They cannot be fixed in photoshopped by rotating them 180 degrees, they have to be flipped vertically.