I have been developing a fun workflow involving displacement and geonodes where I can quickly iterate different assets derived from one or two heigh maps. The tools for it are mostly on one modifier I'm tinkering with along with other deforms and arrays and such. Highly decimated for practical use, nothing is clean. I'm a big fan of nasty geo. For this one in particular I tesselated the assets on a low-poly body mesh using Higgsas' nodes. After collapsing the modifiers it's as simple as nudging what's already there into place for clean up. I decided to rig and pose her, so maybe some extra decimating was called for.