Mauler
A character I did as when I was developing a next-gen workflow in XSI. This was a personal project.
The hi-res model had to be divided into multiple pieces for sculpting in Zbrush, due to high polycon counts. Then the model was brought back in to XSI. The render below is actually a render of a fairly low polygon leg with a displacement map created in Zbrush. I really liked the 'micro-triangular' displacement maps in XSI, which generate hi-res geometry at render time. Usually I use Max much more than XSI, so making this creature was an interesting change of pace.
Concept courtesy of Simon Prime