I decided to start here a thread with hope in mind that it will force me up to finish it faster)) I plan it for rigging and animation… so this is long road)
Rough cage was done in blender (I haven`t a complete image in mind of what I exactly want to create. only silouhete)), then dropped it to sculptris for further sculpting the base anatomical form (small things as scales and wrinkles I planned to sculpt ontop of clean retopped mesh). After all - dropped back in blender highpoly mash, retopped and I started the final sculpt…
Here I uploaded clayrendered mesh and some kind of wallpaper I occasionally (:p) made in the process of testing baking and displacement in blender rendered and composed in blender, postwork (combining and text) - Photoshop. Yes it isnt flawless at this moment, dont look at green mouth, pingpong ball-like eyes, this thing now only has an unfinished normal and displacement map and thanks to blender`s compositor hacks it looks like it has diffuse map too))
It looks good and is well-detailed (the displacement map seems to do a lot for it!). You probably havent properly made the material for it yet but in the coloured screen-shot, the texture on the back takes away from the overall effect. I hope you manage to complete it as it is coming along nicely as far as the mesh is concerned.
Yep, displacement here plays a big role, though sculpting in high levels of subdivision in blender is a kind of pain) I decided not to make all this scales and pores by mesh :)).
If You mean colored screenshot in 1st post, it`s earlier version, it was made when displacement was done for head and neck only. I frequently bake maps for testing purposes, to see how it lays down and etc… Now displacement is 85% done, the rear legs and tail still incomplete. Diffuse map will be painted later after I finish the sculpt… And beside textures this guy requires a lot of work in future…