We have finished sculpting the baby dragon, but there are a handful of things that still need to be done before it's ready for production, and right now this model is not optimized for any of the upcoming steps: texturing, rigging, and animating.
During the sculpting process, we had the luxury of ignoring the technical parts of three-dimensional modeling. We got to use organic and artistic workflows to create the shape of the model without having to get caught up on technical things such as the individual placement of polygons, edge flow, or valence of vertices.
This is a typical workflow when it comes to sculpting, especially while using the Dynamic Topology feature as we did in the previous chapter. However, generating polygons dynamically turns the model's topology into an uncontrolled mess. Topology is a broad term we...