Hboybowen: Thanx! 
Oh and forgot to mention about the workflow! So base models done in max, detailed in zbrush (duh) and rendered back in max with mental ray and comosited in after effects. Smoke done with fume fx and all hair/ fur stuff with max own hair & fur system.
Baked the normal maps (Didn’t need the displacement map cause the base mesh was so dens.) in max.
Texturing in photoshop and used xnormal to create the cavity maps from normal maps. That helped a lot in texturing phase and added lot of detail with a click of a button! Would be great if everything i cg could be that easy! 
For skin shading I used this customised sss skin shader that I found from master Zapp’s website and cloth shaders were modified from some pre made “cloth shaders” I also found from Zapp’s website.
For dof I used after effects becuase rendering this all with my uber powerfull computer took like 5 hours so decided to leawe the tweaking in post production… 
Rendered the beauty pass with all hair & fur stuff, then ao pass an lastly the smoke pass and composited them in after effects.
I post some more images later on.