Learning TG since about 3 weeks, as a second project I wanted to create an ice age scene and use some heavily furred characters, very curious to see how TG3 would handle those.
So I've first set two distant heightfields for the mountains and defined a frozen, icy layer lake where animals would walk on.
The two adult mammoths, the baby mammoth and the the wolly rhino furs have been created in Look at my Hair (a DAZ Studio plugin that I developed with my team-mate Kendall) and exported as textured .OBJ's.
TG3 was able to import those massive meshes without a hickup, and render was reasonably fast (circa 5 hours).
Here comes the .OBJ polygon counts for each model:
Mammoth 1: 3.250.000 quads (575MB)
Mammoth 2: 3.250.000 quads (575MB)
Baby mammoth: 2.200.000 quads (330MB)
Wolly rhino: 5.000.000 quads (780MB)
Distant mammoths (not furred): (30MB)
It's a crazy test, I know, but I couldn't resist trying to use furred critters...
Adult Mammoths are Dinoraul's, Baby Mammoth is built out of DAZ Studio African Elephant model, and the Wolly Rhino is included in my Rhino by AM model (sold at DAZ store as well).
Being oriented to landscapes I take TG doesn't have dedicated shaders or features to render skin, hairs and 'organic' materials. Nonetheless I'm not unhappy about how the fur looks. Of course if you have pointers to shader tweaking to achieve better looking materials for organic stuff, I'm all hears.
Said that, I will probably re-render the scene using render layers to gather mask maps for the animals and overlay those with Renderman renders for the furred characters, and composite the scene, just to experiment.
Cheers
EDIT: minor postwork done to enhance contrast and lowered saturation or yellow channel a bit.