You could hide the seams - maybe there's a collar and the blending between head and torso isn't visible, or backpack straps on shoulders where arms meet the torso.
Try to bring out the edges more. Cavity map should've done the trick, just try duplicating while the cavitymap is on the softlight or overlay blending mode.
Head close-up, still a bit of touch up to be required to blend the square scales with the circular ones but I'm pretty happy with the direction so far!
thanks Joe, sad to hear.I assume thats pretty hard to implement.I cant think of a workarround or trick.Except 2 meshes with 2 materials and a smart blending.
@ Zeist & cavuliero: Thanks for the advice. It worked! Everything imported correctly in the new blend file just fine. Thanks for the advice on the N-poles cavuliero. Cheerio
It looks like deformed mesh with custom noise. One for legs and second for wave and blended together where they cross. Or particles. Or both. Definetelly not a fluid sim.
Here are some materials I made for the project. Rendered in Marmoset. Vertex paint will be used to blend between bricks and plaster. Bricks Plaster and Concrete for the floor.