Then I brought it into Mudbox and sculpted out a high poly mesh using brushes:
When the sculpt was complete, I used Maya to bake the high polys into a normal map that would get used on to the low poly mesh. This is what the normal map looks like:
This is essentially taking about 1 million polys of high detail and getting it to be displayed on a mesh that's only 1925 polys, which makes it extremely optimized.
Lastly, I composited a photo-real texture to be used on the image:
This is the final result with both the diffuse texture and normal map: