For 3ds max there's also HairFarm - its strong point seems to be the styling part which can be done based on a polygonal mesh. At any rate you can get demos for both Ornatrix and HairFarm and find out what better meets your needs.
If you are however not interested in creating hair/fur for pre-rendered graphics and instead want to use them to create polygonal hair for realtime engine export, then forget about all of these solutions. At this point with the polycounts we have to work with they are not much help for doing that.
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And if you switch to maya go with yeti. It has a brand new unreal plugin.