I finally decided to seriously use Zremesher. It required some fiddling, like specifying the edge flow and density (by using polypaint), but in the end I got a fair result ready for futher work in Max.
Mesh was still to high poly at that point so I removed edges and used relax tool.
Diffuse map is made mainly from Ambient Occlusion and as you can see I stole hands and boots from Ubisoft project.
There, there. Isn't she beautiful.