made from scratch in Blender:
-distorted skull made from HP sculpture, retopology, normal map baked on LP from multires, texture done procedurally
-diamond dust made procedurally on skull material
-feathers made from hair particles
-rendered in Cycles
-post-processed in compositor
-few touch-ups in PS
scene:
-fog done from procedural volumetric texture
-mud made from textures from texture haven
For better anatomy understanding I used skull references from Gusztav Velicsek
https://www.artstation.com/artwork/zAZXND