Sure Diafero:
What I did first was model the character over a period of a few months within Blender. Basing it on the basic figure of Cate that I imported from the MOUL files:
And Chloe in Blender:
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The texture for her was a mixture of Cate's, and Marie's, along with a unique face and hair style.
Then, once they opened up the character rigging I imported Chloe into 3ds Max:
Chloe In 3ds Max:
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And began the work of trying to get her to export. She exports fine, there's just problems with the uv mapping, as well as skinning her properly.
With the character rigging being open source I can also make new clothing items. But unfortunately they have the same problem as the avatar. I'm doing something wrong with the skinning, as the UV maps aren't being properly exported (they're actually being not exported at all according to the morph sequences and shared mesh info)
What I might do is try and hunt down the people that made the clothing and avatars for Cyan and talk to them about what I'm doing wrong in making both of these work.
HOWEVER. I have been able to make a bone animations for non playable character stuff. So I can make an urwin, or a non playable bahro without issue. The avatar's and their clothing however or not done the same way as these. So there's something I'm either not doing, or I'm doing wrong, when making the avatar stuff.