I figured that the wall should have a little detail, so that my dinosaur looks like it's on a castle wall, I decided that the best way to do that would be to do some swirls and patterns. The first design had too many patterns and would have probably drawn attention away from the model itself.
This second design was more suited, because it didn't have a lot of detail, and it also connects from the body to the tail.
After the detailing was complete, I added the same stone texture to the wall to give the sense of them being merged. This is also the last shot of my model before I topologised it.
These two show the design stage in which I topologised my model to get the polycount down. The first screenshot, was where I used a technique called remesh all, this allowed me to merge all my subtools into one subtool, then Zremesher it. The second one was when I had a low ploycount model and a high polycount model up at the same time, It also gives the impression of a decaying sculpt. I also had to do some reshaping because my model wasn't straight, but that part was easily fixed once everything was one subtool.
As explained in a previous post Topology is a way of reducing your memory space while keeping the form of your model the same. Once I managed to Zremesh and project my sculpt down, I started to see the difference between a high polycount and a low polycount.
The first one has a high polycount of around 9 million and subdivision level 5, while the second one has a low polycount of around 100 thousand and subdivision level 2. There isn't a major difference between the two, however there are a few changes. I believe that there is more shadow and detail in the high polycount version and it becomes a bit sharper. I repeated the process a couple of times, and found a number of poly's work well without destroying the image. But I had to be careful not to go too far with my image, and 100,000 was the best I could get it down to.
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