Thanks I used 3d Coat primary to texture her and here's a summary of my process:
1. Create a basemesh in Silo 2. Take basemesh into Zbrush and sculpt to create high poly model 3. Decimate model and import into 3d Coat to retopo (create low poly model) 4. Unwrap low poly model in 3ds Max and arrange UVs 5. Bake AO, Normal, Bent Normal, and Spec maps in XNormal 6. Use maps as start for Diffuse to texture block ins in Photoshop 7. Texture low poly model in 3d Coat and Photoshop until complete
The AO is great for getting top down lighting and picking up details on your model. It's a great base to start texturing from and overlaying your darkest values in Photoshop (on layer style "Multiply".) Then you can paint under that layer with white or a light grey set to "Overlay" to start bringing out the brighter values for you texture. Always work dark to light.
If you add contrast to your AO map, you can use it as a spec map.
I really wanna see where this project is going! so best of lucks for you and everyone involved on this one. I assume this isn't the Final version when it comes to texturing, so i will be waiting to see more!