With the textures (probably) finally finished, I decided to do some render tests using Mental Ray in Maya 2015. The shaders are all mia shaders but his skin is not a sub-surface scattering shader because I was having issues trying to get him normal maps to render nicely on it. This is an issue I will spend more time with later on with final renders.
There are several things that need changing on these render, but very few of them now I think relate to the actual data he is created with, such as his model and textures. The faults are with the techniques I used for rendering each area of him, and am I aware this lighting setup has much to be desired also.
His eyes have lenses built over them as a separate layer of polygons; a standard practice in current / next generation characters. This 'lense' layer also have an alpha texture that creates a gradient from transparent black, to fully transparent. This simulates shadowing on the eyes no matter what angle you're at, giving them a deeper, more realistic feel. However, it might be that for proper renders (so not real-time, in-game scenarios), that this technique is not required. In this render it is present, but the way the lighting casts off of it gives the eyes a dull, dead look compared to what was desired.
Also each individual shader was set up reasonably quickly, some of which using the presets that Maya provides for things like 'Chrome', 'MattePlastic', and so on. The downside to this is that some maps, often specifically the specular maps, haven't had much of a chance to shine. You can see them present in the shirt and shorts the most, but other areas such as the skin really needed them to have a boost. This render below does show them off somewhat better simply because he has no shirt on: