This image was created quickly, in an evening, and is based on a pencil sketch that I had sitting around. It is generally faster to work from a concept, as exploring ideas in 3D can easily take up a lot of time, even though it is fun. As I had no intention of animating the character, I created a very rough box-modeled base-mesh in Maya, meaning that it has an unorganized topology, that was exported to Zbrush for sculpting. The sculpt is then rendered in Maya/Mental Ray using a Subsurface Scattering Shader (SSS), which is rendered as a series of passes. The passes are then combined in Photoshop, which is used to create the final image with techniques identical to my look-development procedure..
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Founder/Director, Gnomon