The character texture was created by 90% in ZBrush with “polypainting” using a pair of alphas and brushes and mixing colors. In the case of the base, I used the same textures for alphas modified to confirm the needs of the scene.
At first I considered making a SSS material (sub-surface scattering) but I was getting good results with standard materials; and to obtain lower render times I choose a basic max shader. Setting it to Multi-layer mode and I managed to get the wet look of the skin in a more realistic way. I added the bitmaps for each (diffuse, specular and bump for the detail in addition to the displacement map).
The lighting is quite simple. I used two standard omni lights; a highly attenuated omni for the main illumination and a fill light to accent the contour of the figure giving it a more sinister look. Finally I used an HDR image as an environment and for the reflection to help balancing the whole scene.