Not using UVs is really a hassle, it takes a lot of brainstorming, and after many ~ many failed attempts, this is the best result I can achieve in this process so far.
The number of dynamic sculpting meshes is too high to use displacement rendering, and if you can use displacement subdivision rendering, the details will be better.
There is also this kind of demon method that does not follow the normal process, which makes Blender(3.2Beta) very displeased. Occasionally, strange situations will appear, which makes me almost crazy these days, haha.
It seems that I want to skip the idea of Retopo and UVs, only barely achieved.
Mainly because the current mainstream software development direction is not this, so in the process of lack of many coping functions and corresponding solutions,If it can be solved, it is still feasible to use vertex color to draw materials to make still frame works without using UVs.
The next work will not be obsessed with the idea of suicide without UVs, haha.