here’s some technical stuff,
I used a diffusion and dirtmap shader, both of which you can find here:
http://animus.brinkster.net/index.html
and an texture map (also generated in zbrush) as a multiplier on the diffusion
an approximation (subd) node to render my lowpoly as a subdivision, using spatial subdivision, and both min and max set to 2.
i also used a normal map out of zbrush, with the shader network here:
http://www.headus.com/au/samples/norm-MR/
and a displacement node applied directly to the shader group.
the uv’s i modified back and forth a few times, exporting the lo rez out of zbrush, adjusting the uv’s in maya, and then re-importing that lo-rez into my already existing hi-rez tool in zbrush.
i think that’s about all…
-sunit