This is a “Weeping Angel” from Dr. Who that I modelled for a university assignment. The task was to create a low-polygon model suitable for a game (1,500 polygons maximum). The model had to include high-frequency detail so the base mesh (created in Blender) was exported to ZBrush for sculpting. Normal, ambient occlusion and cavity maps were then applied to the base mesh to provide the extra fidelity required while maintaining the low polygon count.
Here’s a video showing the process and all of the models involved: -