Spec Map: This was the key texture for this model as he was supposed to look slimy and wet. Also had to have a bit of water rolling down on him so as to push the feeling of wetness. Tip: you could add a bit of blues to your spec map to give more realism.
The shader used was a basic blinn which was attached to a ramp which gave a bit of redness in areas of darkness (fake subsurface). I would have used subsurface material but using blinn gave me a bit more freedom to make changes faster & also wanted to have the renders done quickly so kept it simple.
For the Base a similar approach was used focusing mainly on the spec to get a good moss like texture Below you can see my lighting setup of this scene.
A Beauty (basic render) , Occlusion & Zdepth pass were rendered in various passes and then composed together in Photoshop. Occlusion was Multiplied with the Beauty pass and the Zdepth was used in Lens blur.
I hope this Tutorial/Making of was helpful to you,and could be of use in your own creations. You can check out my Site at www.rohanoka.com for more images and past/recent work. Below you can see various renders of the cursed Pirate.