Zbrush sculpt and polypaint. Some base meshes were made using 3ds Max 2013. Retopology and Uv mapping in Blender. Xnormal was used to extract the polypaint and bake all the maps. To tweak and improve the textures with the cavity map and AO map I used Photoshop CS5.
To know moe about this project and find more pics, you can head to my portoflio: http://victorhrz.com/