This happened back in the Blender 2.79 days, while I was experimenting with hair particles. The character has a starring role in an on-hold project, "Anxiety Simulator", which will eventually likely be released for VR. (The only thing holding it back is the volatility and inaccessibility of VR to the broader audience right now. I'm willing to go as far as supporting Google Cardboard—a great idea—if it opens the work up to more potential clients; but that will require scaling down a lot of the content and making it friendlier toward Samsung and Qualcomm processors.)
My post-mortem for the project educated me on the proper use of UV mapping near legs and other protrusions from the mesh. I also learned caveats for keeping the rigging, for lack of a better term, liquid for organic creatures. (His shoulders are a little too locked.) There are of course always issues to break down and learn from, but for the most part I like it.