Maybe you put noise in the length details or noise in the baldness details. Remove noise.
The proper way to do what you want is this:
You have to create a "special geometry to attach fur to"
- Select the faces where you want fur to be.
- Duplicate this faces using duplicate faces, make shure the keep faces together is on.
- Now create a special non overlapping uv layout for this new geometry using the maximum space of the 0-1 uv space.
- Wrap deform this new geoemetry to your character, so it moves following him.
- Create new maps for your new geometry, making shure the are at least 512 x 512, and the fur feedback node as high as you machine can handle painting. This is because the sampling on the painted map depends on the ammount of hairs visible in the fur feedback.
- Create, new baldness and length maps, and many others that you want.
- Hide the new geometry, or assign a transparent lambert to it, or maybe primary visibility off.
- Use mental ray volume method to render fur. It is available in the fur render settings section. (this requires maya 8.5).
If you want to learn more about this, buy CGtoolkit books, one of them explains fur well.
Good luck.