In Chapter 2, Sculpting the Character's Base Mesh, we sculpted the Gidiosaurus character's features, obtaining a high resolution mesh that we re-topologized in the following Chapter 4, Re-topology of the High Resolution Sculpted Character's Mesh, to have a low resolution mesh for easy rigging and texturing.
Because in the following recipe (Baking the normals of the sculpted mesh on the low resolution one) we are going to bake the normals of the sculpted mesh on the low resolution one, we should now add as much detailing and finishing to the sculpted model.
I'm not going to explain every step in detail, here, because the procedure is the same as already seen in the Chapter 2, Sculpting the Character's Base Mesh, so just a quick tour to show what I've done should be fine.