Well done, @ironsoul 😀! The necessity of exaggerating sculpted details so that they are well noticable in the final shading is something that I think, Kent @theluthier already mentioned in his “Modeling Realistic Characters with Blender” course here when sculpting skin details. Skin is certainly a special case with its “Subsurface Scattering” but the example of Andrea’s @elubie cart here shows that this “sculpted details blurring” also applies to a certain degree to other shaders.