My biggest regret with this character is the topology, because of time(9 full body models in 10 weeks for school) I had to rely on Zremesher in Zbrush to generate topology. Normally I would do it manually with Topogun.
UV mapping was done with Zbrush(time constraints) and then rearranged in 3ds max. Most of the texturing was done in Photoshop. Finally, I used V-ray for the lighting, generated multiple render passes and composited them all in Photoshop. The 3ds max hair and fur modifier was used for the hair.
Reference(By Luca Torsello):