workflow-
-traditional sketch
-blockout hard surface modeling / multi-resolution mesh modifier to curb face count at this point
-hair particle simulation with vertex group density to cover the back of the creature
-4 distinct 8k texture groups create the skin (the smoother paws and stomach, the ripple textured face, and the scaly back. generated and blended together in Substance 3D) and landscape environment
-force field wind intensity keyframed in order to create gust effect against the hair