Still practising ZBrush. All the props were modeled and textured in Blender. The character's base mesh is also Blender, detailed and painted in Photoshop. The render was done in Indigo 1.0.4 with volumetric fog (participating medium) and aperture diffraction enabled. The skin has two passes (phong and SSS), composited in post. Not 100 per cent happy with the skin yet so I'll be returning to it at some point.