Suppose that you have manually reconstructed the head, used Cylinders as the base for the legs and tail and conformed those, and used WrapIt for the bulk of the body; you could attach the pieces together and use Quad Cap Pro on the borders between them to seal up gaps, and then relax the result using Conform Relax. The final check on the model is that its symmetry is okay and that there are no stray triangles or N-gons, which is easiest to do using Selection | Select by Numeric in the Ribbon. An example is provided in \Packt3dsMax\Chapter 9\RetopoBodyWrapItJoins.max
(you don't need the WrapIt plugin or Quad Cap Pro script to open the resulting mesh).
As a final note, it is possible to automatically reduce the polygon count in a mesh while retaining its texture mapping using the Pro Optimizer modifier. Nice topology will generally be tossed out by this modifier, but it can produce a result very quickly. The usefulness of this might be to generate a very low...