Hey, this was a skeleton study I did previously, just wanted to render it all out. I wasn’t going for much detail, just for myself to figure out how the bones are connected, and get a logical insight into the lumps that happen on the skin 
[Untitled-1.jpg[/attach]-->%3C/font%3E"]<!--[attach=215561]Untitled-1.jpg[/attach]-->](http://%3Cfont%20color=%22#9A9A9A%22%3E<!--[attach=215561)
First I rendered the colour pass with best renderer, THEN rendered with bpr and it read the best render underneath the shadows and ao. Amazed, cause yu'll notice if you render out the double shade materials with bpr without previously rendering them out with the best renderer, you won't get what you expect. So just render with best, then on top of it with bpr and it'll blend into one result inside Zbrush
Edit: New proportions, new material settings and shadow anc ao color variation (thanks michalis, it really does seem more believable). I didn't use the rim light for this one, just let the shader deal with it, cause it seems' to act really logical in corelation to the light - unless you put it behind the light ball that is. One light, one layer, straight from Zbrush, no ps-ing whatsoever. Added the window on the left for some extra shadows, made the glass transparent.
As for the material, [here](http://www.mediafire.com/?y9fzzjxkn3xc6mj) it is for download, but if you want to better understand why I composed it in this manner, I recommend Digital Tutors' rendering and materials in zbrush.
[ZGrab01.jpg[/attach]-->%3C/font%3E"]](http://%3Cfont%20color=%22#9A9A9A%22%3E<!--[attach=215673)[ZGrab01.jpg[/attach]-->%3C/font%3E%3C/a%3E"]<!--[attach=215685]ZGrab01.jpg[/attach]-->](http://%3Cfont%20color=%22#9A9A9A%22%3E<!--[attach=215685)

It works for me anyway.