Glad you like it - and yes, I actually made a higher res model and rendered it out with a normals shader thingy. I built the high-res version (about 50.000 polys, roughly 100.000 triangles) using the UV-template as a guide, and just rendered it with a frontal camera.
Usually you would make your low res mesh, map some clean UVs on that, then build a high-res copy of it and finally bake the normals using something like Nvidia Melody or the ATI Normalmapper, but I didn’t really plan ahead on that bit, so my UVs were not clean enough (didn’t even try, but since I had a lot of UV overlaps, I was pretty sure that the bake procedure would fail… so I went for the brute force manual labour method
) I’ve attached a perspective view of the high-res stuff here:

