It was created in ZBrush from scratch using ZSpheres as a base. When the sculpting was finished I exported mid sub div level meshes from ZBrush and re-topologised in Maya using quad draw. I then UV unwrapped the retopologised meshes and imported back to ZBrush for projecting the detail. I then baked out displacement, normal and various masking maps.
Texturing was done with a combination of Photoshop and Mudbox, Mudbox was great for painting out seams. Actually in the end I used mudbox for baking the final displacement and normal maps ( so much better than zbrush for that - no seams etc).
I then shaded and rendered the model in Maya using mental ray. Hope ya like.