All the maps were baked within XNormal (http://www.xnormal.net/1.aspx), by groups to avoid dark-spots and bugs in regions typical for such stuff – accessories, separate cloth pieces, weapons that lie too close to each other etc.
Unfortunately sometimes bakes aren't as clean as we may expect them to be, so after all the maps were baked I merged and cleaned them inside Photoshop (Fig.14).
Color texturing was done in the following steps:
Adding light/dark values and hue variations
Adding details like dirt, scratches with AO/Cavity maps (changing values for the various parts like the skin – lighter and colored AO)
Using adjustment layers (Curves) to add more depth by lightening and darkening specific areas
Tweaking some stuff to add more details and cleaning the texture out from "garbage"
I made a Specular map from a desaturated Color map and also tweaked it with Curves and Hue/Saturation adjustment layers.
I also created a Skin mask for Marmoset Toolbag's SkinShader to separate the "SSS" (SubSurfaceScattering) effect from cloth parts on the same mesh piece (Fig.15 – 17).
The final look of the textured character inside Marmoset Toolbag 1.02 can be seen in Fig.18.