Base mesh.
After using Dynamesh I separate the beak to make sure it has a notably different texture from the body. The feet are also broken off and shaped in 3ds Max.
Here I've added a minor amount of details to the wings and sculpted the beak, making sure to work with multiple subdivision levels.
As I go on I go the extra distance and create an alpha map for the wings so i can get the most detail out of the sculptig and Sculpt out the rest of the details for the beak and a dragonskin alpha map for the feet.
Now that the sculpting is done and ready i paint the model referencing a red tailed hawk but turning up the red for aesthetic purposes.
Here are the feathers I modeled with the reference, the low poly Max models and the z brush models with displacemen maps.
WIP of the Red hawk so far. I am currently skinning this model, the blend shapes i am using are above the model.