Feedback: The models don't have good matching pixel density for normal mapping on pores. So the pores on the body look correct, but they end up being so large on the face that the face looks about as smooth as a orange peel.
You would have better results if you just dropped normal mapping all together, or corrected the rendering engine you are using to treat the face differently. Or edit the models and add a second set of UV map coordinates to the model's face and then use that second set in conjunction with the shader.
I would also suggest you try to use three point lighting whereever you can. That's a crutch though, it just promises good baseline results. I would watch this video and learn:
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Your image quality would be miles better with more lighting work.