I modelled the face in XSI, textured in photoshop.
This is a demonstration of a skin shader I wrote using Activision's proprietary software, formerly Shaderworks. It allows the creation of shader templates which can be linked together in a node-based graph editor, similar to XSI's rendertree or Maya's Hypershade.
I wrote the code using HLSL and hooked up certain parameters to be controlled within the shader template, like the diffuse, subdermal and specular.
There are no real-time shadows on the light source but I've used a pre-baked occlusion map for ambient lighting.
I looked at the XSI skin shader for inspiration for this shader, using similar controls for the sub-surface scattering properties like weight and depth.