The Normal maps were obtained in 3dsmax using the Render to Texture tool. For each part or group I imported the high definition Zbrush model into max, and then linking the low res parts to the corresponding components I rendered the normal maps. By default, the global super sampler in max is set to 'NONE', so I first enabled it and then set it to Max 2.5 star in the options under the Renderer tab. For some parts I decided to make the normal map size 4096 which I would then reduce in Photoshop. (Fig.07)

Fig. 07
At the same time as making the Normal map I also took the opportunity of creating the occlusion map, to be combined later with the Diffuse and Specular map. For occlusion map I used the High Pass filter in Photoshop coupled with the light map. I overlayed the latter map with an opacity between 5 and 20% depending on the result. It serves just enough to create a bit of depth. (Fig.08)

Fig. 08
Textures
The Diffuse map: I re-used my UV's from 3dsmax, then filled all the elements with a basic colour. At this stage we can easily make colour tests for the character. Then all that remains is to add details, material, dirt, wear, etc.... (Fig.09)

Fig. 09
Here are some stages for some of the Diffuse elements:
All textures are from the 3DTOTAL collection.
Fabric and clothing(Fig.10) :

Fig. 10
Head (Fig.11):

Fig. 11
Armour and metal (Fig.12):

Fig. 12
Boards of textures
Four 2048x2048 textures have been used: Diffuse (colour), Specular, (colour and intensity of light), Normal map (I have grouped the bump map with the normal map) and also the map for the self illuminated parts. (Fig.13)

Fig. 13
Records
For the final rendering, I used the Scanline renderer in Max. 3 Light sources were also refined in Photoshop and lastly I made a colour adjustments to refine some of the contrast and colour.
Lighting (Fig.14):

Fig. 14
Viewports 3ds Max:

Fig. 15

Final Image