Then I return to 3ds Max and apply a 'VRay Displacemod' modifier to the new base mesh, with the Displacement Map obtained in Zbrush.
For the textures I used 3DTotal Textures; a skin base from 'Humans & Creatures' CD (Vol. 4) with an Ambient Occlusion pass, and a mix from 'Sci-Fi Textures' (Vol. 7) and 'Dirt & Graffiti' (Vol. 5) for the chest armour.
I rendered the scene in 2 layers (head and chest) with Vray and a HDRI image, and obtained a DOF layer to use it after in Combustion.