When you decide you have finalized the UVW map and you are happy with it, copy the UVWs and paste them onto the original model, the one with the subdivision steps. Now you need to create all the maps. I usually create three maps: Color, Displacement and Normal (Fig.22).
This is the phase where you need to export maps and the model at the desired subdivision steps. The fastest way to do so this is to hit the GOZ button that automatically exports all the objects and maps into the third party application that you use for rendering.
I hope soon that this step will be less important for some of us, especially considering how quickly the BPR settings in ZBrush are being developed. Soon we will end up with a superb modeling tool and a great render engine in one package.
Back to the image! The rendering was done in 3ds Max and I used the mental ray renderer. Since I am still learning and improving my rendering skills, material usage and lighting scenes, my settings are definitely nothing ground breaking, but if you are at some level below me then you might find my input helpful. You can see my SSS skin shader settings in the Material Editor (Fig.23). This is the way I distribute maps over SSS material. It's very basic stuff. I constantly play with the settings, applying different maps to different slots and material properties to get something better. For this image I used Displacement and Normal maps for displacement and bump, as well as Color and Cavity maps for color, specularity and reflectivity.
Lighting is something I definitely need to improve, so I'm not going to spend much time on this part (Fig.24). From the viewport snap it shows how the lights were laid out. The dinosaurs were placed inside a sphere object that had a panoramic spherical map that acted as an environment for the reflections on the dinosaurs' skin (Fig.25). The renderer settings were the default ones.