Thank you all! And here’s a quick brakedown of the process:

-
The suit is modeled in max and the cape simulated with cloth. Just a little tweaking made in zbrush for the mask and cape.
-
Just a timelapse from the base mesh to finished sculpt. Exported out in 3rd sub level and generated normal maps in max.
-
Hair’s done with max’s own hair&fur plugin. I broke the head in several pieces to really control the hair flow without messing some other part of the head. I used some texture maps for hair density and scale and rendered in mr primitive mode so I could use more control over the materials.
-
Light setup includes one sky light with mr sky shader, 2 sky portals and one photometric light. I rendered with mr exposure control and used the linear work flow.
-
Render passes were: Suit, Bruce, bodyhair, hair, wall, fill light (Scanline) and volume light (Scanline) that I then composited in after effects.
-
1st image is the “raw” rendered image and the second has all elements layered together and last is the final composition. I made the dof in ae with z-depth channel that comes with in the rla format.