This character was created using Zbrush, Maya, Mari by the Foundry, Topogun and UVLayout. Initial basemesh was polymodeled in Maya then brought into Zbrush for sculpting. Details like zipper teeth and laces were created using scripts to duplicate geometry along splines derived from the base topology. Texturing was done in Mari using mostly photographic textures with some hand painting; bump maps with pore detail, spec maps, sss scatter etc were also created during this process. The final renders and look dev were done using mental ray. Hair was created using Shave and a Haircut in Maya. Lighting was created using a basic 3 point studio set up with GI enabled along with a low intensity HDRI dome.
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