The base mesh was done in Blender. Elixir and Fatkid at ZBrushcentral held my hand, providing advice as I was sculpting. I can't believe how long a process it is compared to the kind of modelling I've done so far. It's more like oil painting. I can't pretend it's "finished", but I just got fed up with it.
The sculpt was painted in Zbrush and exported to Blender two levels below the highest subdivision (it went from 2m polys to about 150,000), together with the displacement and diffuse maps. The image includes two passes (phong and SSS), composited in Photoshop. These were rendered with 1.0.4 (using the disp map as bump) but I added a tiny bit of postprod glare on top.
Someday I got to find a good way to do hair. There are actually tiny, nearly invisible lashes, which I added by hand in Blender (far too time-consuming, so I did only the upper lids
