Like the guy on the Allosaurus tutorial said
the best method to map an organic form is uv mapping
I think that using the new LSCM tools is the easiest way. You just make seams that divide up objects that will unwrap fairly well like the legs, body and head.
So in editmode, select the edges around the hip joints and neck joints (not necessarily at the same time) and do ctrl-e or use the edges menu under the mesh menu.
Then, when you have all your seams (it’s good to display them using the option in the editing menu), just go into UVfaceselect mode and select all the faces. Hit u->LSCM and check the UV editor. It’s a good idea to have a panel with this in it while UV mapping.
Adjust seams until you get a UV layout that looks good. You can then export for painting in a 2D editor. It’s best to get a UV layout that’s good first because if you have to adjust UVs manually, you would really have to get into the habit of using the UV save layout script which is more hassle. This means you don’t lose a lot of work by accidentally remapping UVs.
I would try experimenting with procedurals first because dinos usually have a repetitive skin pattern that I’m sure can be simulated quite accurately using procedurals. Also, you don’t need to worry about UVs or stretching with those. Try adding a stucci noise texture with hard noise and a noise size of 0.05 as a bump map too.