It depend on the art direction, I don't know what's the issue really ... All I can do is to point to general advice to manage skin tone.
But saturation in the mid tone and some key aspect of the body (cheek, nose, termination or joint, part where blood acumulate) is the general advice.
Here is a Arne skin tut:
Optional info:
Look for
skin subsurface scattering in google for further knowledge.
It's also good to analyse a model along a HSL methodology to pick apart the tone variation.
Here is a topic Where I discuss the matter for an entirely different matter:
http://forums.tigsource.com/index.php?topic=11431.msg355227#msg355227In this one I show how to pick the map on photoshop:
http://forums.tigsource.com/index.php?topic=11431.msg362689#msg362689The way to use it is to pick a reference (photo or illustraton) and then look were the parameter accumulate and in which proportion. It's also a direct way to visualize saturation distribution which is the main interest here.
EDIT:
From a character design perspective it also depend on what kind of impression you want to convey with the character ... Character with less emotion will be colder with pale color, bad character will be greener, soft character will be rosy with warm shadow... etc...
It also depend on the general mood of the whole game (art direction), and the general lighting condition (but you are doing it 3D so it's less a concern, you need a base tone that match all lighting condition)
We don't have much of a context.