For that use case, I would use ZBrush to reunwrap the uvs, so that they are flat for the dragon shape. If you don't have ZBrush, you can use Blender. Blender's live unwrap function doesn't get uvs as flat as ZBrush, and it's not as automatic, but pretty good for free!
Check it for fidelity by applying to the figure as an alt uv in DAZ Studio. Sometimes alt uvs will fail if the model export altered the vertex order. If it didn't work properly, the texture on the model will look like patches of the texture are being tiled at random. Obviously, the texture won't look *right*, because it doesn't fit the new uvs. Apply your working texture and bake from the default uv to your new alt uv.
Then texture it at a very high resolution, something above the target resolution of 4096.
As a final step, bake the texture back to the original uvs using DAZ Studio.
If that workflow looks good to you, I can elaborate. ^.^