Number 3 in my series of renders with this character.
The wet, matted fur was an interesting challenge. After a lot of tweaking to make it look clumped and heavy, I'm happy with the result. The droplets and splashes are fluid sims that I baked as static meshes and manually placed around the shot. To make the balloon look wet, I used roughness/normal maps for the streaks and then overlaid tiny droplet meshes using a particle system.
Leaves and ground textures are sourced from Quixel Megascans.
Made in Blender 2.79.