Sword based off concept by Spug @ Polycount.
I plugged the info for the software on the image, but just incase someone missed it (it's pretty transparent).
Modeled in Maya 2012
Sculpting in Zbrush 4r5
Baked in xNormal
Textures in Photoshop cs6
Rendered in Marmoset Toolbag (realtime engine)
I used Quixel's dDo, which I do for most works. It speeds things up in that it does all the mask work I normally do on a global scale in 60 seconds instead of the 15-20 minutes it usually takes me. It also makes global color edits based on those masks, quick. So base colors and masks get set up in 5 minutes instead of an hour. Beyond that, all handpainting.
Textures are 512x1024
Diffuse, Specular, Gloss, Glow, Normal
I mirrored then entire texture to get the most bang for my buck so to speak.