The rubber suit details were poly painted on first as a guide and then sculpted. Noise Maker and bump maps were utilized for the finer details and repeat patterns. Displacement and bump maps were tested in ZBrush using displacement "mode", as 3ds Max has no live preview for displacement and bump maps (Fig.03).
32-bit displacements were used as they hold more information and produce a higher quality finish than 16-bit and are quick to set up in 3ds Max (Fig.04).
Edges and scratches were generated from 3ds Max and painted in Photoshop. The small decals (that were hand-drawn by my partner) were placed on the character using the 3ds Max viewport canvas).