Armed with your new AlFan maps, go to Reality.
This assumes you have normal maps for your characters. If not, this technique should work when blended with bump maps, but I haven't tested those and don't know the parameters.
All of my normal maps for G3F are baked at 7% in ShaderMap. That provides the details of the map without the pores "grapefruiting" in Reality. In Reality, I run the maps at 100%. That's just my way of doing it, but it will affect the final settings as presented.
In Reality, go to the Bump Map channel. Select Math option.
Set Function to Add.
In Texture A, load the appropriate AlFan map.
In Texture B, load the normal map for your character.
Standard practice for this sort of bump-normal blending in Math is to set Texture A at an amount of .0008, and Texture B at 1.
Texture B is fine at 1. For this application, .0008 is too low for Texture A. Bump maps have more contrast, covering a wider spectrum from black to white. The AlFan maps are closer to neutral gray: 160, 160, 160. For a bump map, neutral gray is flat. So, we need increase the strength of the AlFans to get them to show up. It doesn't take much.
I found an amount of .0012 to be ideal (at least when blended with these normals). For older characters, you can increase the strength as high as .0020. The minor creases will pop out at that level, but heck, so do mine at my age. If you find my example a little extreme for your tastes, lower the strength of the AlFan maps to your liking. An increment of .0001 either way yields dramatic results.
The strength of both maps combined is 100%.
Your settings will vary, depending on how you made your normal maps, and the details of the original bump you used to make the normal. So, play with the settings to get the look you want.