Hey guys, thanks a lot!
@rohitsingh: Thank you! It would be a dream come true to be on top row =). The clay version was rendered in Max/Vray and I’ve bought the Mike Nash Fakeit Pack, then I tweaked it and made this alternate color/version. His pack is awesome! You can learn a lot from lightning and comp and how details make all the difference about rendering.
@fred2303: Hey thanks a lot fred. I’ve used zrmesher for the body and for the blades of the axe, the rest was modeled using poly modeling. The setting for the body I can’t remember right now, but once you’ve got the guides all you have to do is tweak it and test it because it’s soooo easy. And about the uv, I do the following(wich is amazing fast and with a great result). I cut everything in UVLayout, and then I use UVMaster to unwrap it respecting existing seams. UVMaster is awesome and super fast. In Mari I paint direct on the mesh =) and I rendered everything in max/vray =).
Here are some more images of the process =) hope it helps. 
Body process and I’ve used zrmesher after the last picture so I could get more mesh resolution. And those are the brushes I use most, I’ve used loft for his horns as you can see in the third base, then in the forth I put them together in the same mesh using projection.
How I detailed the metal in the character and you can check the base meshes from Max.
This is how I modeled some of the details, you can use retopology tools from Zbrush, max, maya, but for these particular pieces I’ve used topogun.