The low-poly model for this character was created in 3ds max and the high-poly details were all done in zBrush, mostly using noise maker to quickly establish surface textures and patterns. I baked the normal maps, vertex colours, cavity map, and ambient occlusion in xNormal and then put everything together in Photoshop. I'm using a few simple masks to block in smoothness values, adjust the albedo, add occlusion under the model's hair, etc. 

I made a point of unwrapping the UVs with an even texel density, with the face and hands at 2x the resolution, and the eyes at 4x (as you can see in the checker texture screen shots).

The above pictures are all Unity 5 screen grabs, using the new Standard shader for physically based rendering.

Albedo (with and without UV lines), smoothness, metal, normal, occlusion maps (I masked the gutters and added a grey background to make them a bit easier to read).

More Unity screengrabs, with a checker texture to show texel density and visible wires.

A Sketchfab player, using the same PBR maps.

Here is an older (pre PBR) video and some screenshots of her in a Unity terrain-based environment.