We'll start work on the effect by using nodes to change the look of the
texture. Create an "hsv" (Hue-Saturation-Value) node, and hook the
texture map into its "Color" input. Change the hue to shift the colors
on the texture towards yellow. Now, create a "Spots" node, with dark
brown spots on white. Next, to combine the spots and the map, create a
"Color_Math" node and set it to Multiply. Plug the Spots into one of
the "Value" inputs, and the HSV into the other. Plug the Color_Math
node into the Diffuse_Color, and you have the adjusted texture.
3) Add fur to the bump.
Now to change the bump. First, create an "fBM" node. When you squish
the node horizontally by scaling down the X-Axis, you get a furry look.
Make other adjustments as you see fit. To combine the fBM with the bump
map, create a "Math_Functions" node and set it to Muliply. Plug the
bump map into one value and the fBM into another to combine them.
You should use a Math_Functions node when you're working with black and
white images, but you should use Color_Math if you need to keep colors
intact. A good rule of thumb to remember which node to use: If the
input is a number, use a Math_Functions node. If the input is a color,
use a Color_Math node. You can mix and match, but Math_Functions
converts images to black & white, and Color_Math takes up a little
bit more render time.