pluMmet -
I've been using just the maxwell Diffuse shader for the skin (straight bitmap). On Mihai Iliuta's recommendation, I've been experimenting using the Plastic Shader instead so we can get some specularity. I'm still experimenting on that.
I may just try out the compositing trick - I just hate having to do any post work. I always want my renders to come out perfect without having to do any postwork
Gear -
In order to "lock" down the map ID's, once I've broght the Poser file into max using Body Studio, the first thing I do is convert it to a Poly, and delet the Poser "universe" and "scene" dummy's. Then I can manipulate the textures without them slipping around.
Mihai Iliuta -
I've actually already started playing with that scenario (using Hair/Fur for detail work). I just wished that actual transparency/opacity maps were fully operational. I've also been playing with the hair thickness. As long as you aren't doing real close-ups, you can thicken the hair at the roots to give them more bulk. I'm also playing with converting the hair to splines instead of poly's. you can play with the spline thickness and number of sides to reduce memory requirements. I'll probably end up with a combination of all three options - it'll just take a lot of experimentation.