Thank you all so much, you are too kind!
nikol & SKYWAYS128 - It’s nothing super fancy really. I’ve mostly relied on good old fashioned manual hair plane placement, with lots of variation in the alpha varying from large chunks of hair to thin loose strands that I use to break up the silhouette and add some life to it. Lots of staring at references and juggling between maya and toolbag to control the final look. I might put together a small breakdown of it since people are asking about it. 
stuffbyjk - I don’t know too much about fibermesh support in Toolbag. I’d imagine you can import the fibermesh geometry and apply the anisotropic shader for decent results but it’s not supported the way it is in zbrush with BPR making it auto-gorgeous, and it’s likely quite performance heavy. You can bake the fibermesh down to planes to make it better fit for real time use in toolbag, I’ve seen this done with good results. This hair is also for real time use, but with a hand painted alpha and not using fibermesh. 