This model is done in max, but the workflow I've developed for character creation is based on simple polygon modelling so you can use it in most any 3D program. (I prefer to use Blender). I've got the whole workflow recorded in video tutes too, for the max class I teach at uni. Unfortunately they were all recorded in an academic license of max and I don't have a commercial license so I can't do anything with them (other than use them for my class).
I toyed with the idea of re recording all of them in Blender and selling them from a website I made for that (
www.showmethatagain.com). But these days there are already so many good modelling tutes out there that people are giving away for free that I'm not sure if there's that much of a market left for them anymore. And I know its selfish, but it took hundreds of hours of back breaking work to develop the technique and then document it in video tutes, I'm just not ready to give it all away for free (yet?).
One nice feature of the workflow though is that it's very flexible. This pic above is not a customized extended version of the technique, its the same mesh I use for any character. This is a huge advantage because it means you only have to rig and unwrap the character once, then you can make as many characters as you like from it by just adding morph shapes. Once I get the terraformer module of the Eden engine sorted out, then I'll be looking at adding an 'adam and eve' module that does exactly that.