Alright, so I did a little playing around with Sculptris, and was having a pretty decent time sculpting on a triangulated mesh. I noticed that Zbrush's Unified Skins were adding some triangles as well, and they were really not noticable to sculpt with. That led me to trying this, which is sculpting on a decimated mesh.
i'll explain in following post
[edit]: very WIP by the way. not even the large forms are set in stone atm, and fortunately nothing has to be using this workflow. the most "WiP" portion atm is the ribbed back. i kind of just started pulling and pushing it around and decided to post as is for feedback while i finish
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once i started getting more detail in, i just tried decimating to 50k polygons again, dividing and projecting. the projecting worked perfectly the first time since the decimated mesh was so close to the previous model. (the reason i'm going to 50k and projecting instead of just decimating to a higher polygon count is only because i like to work with lower polycount when doing changes to large forms. personal choice).
another benefit to this is that i was able to locally subdivide using masking and it really didn't change anything since i just keep decimating with the detail being picked up anyway. so say i'm doing something on the face and want more detail around the eye, i just mask it off, invert mask, and subdivide. problem solved, detail maintained next time i decimate.
TLDR: i started this model from a sphere, just pulled using Move brush, and decimated when needed. works better than sculptris and is entirely within zbrush
if you just want to use it to make concepts like sculptris though, then you don't need a decent pc at all.
and something that obviously helps alot would be using different subtools to get way higher polycounts. i, for instance, have the majority of the back shell on that alien as separate subtool at around 1 million polygons, and the main body at 4 million. not very high, but would be uncomfortable to work with if i was working on my laptop. my solution would be to just add the legs/arms as subtools and drop each individual polycount significantly.
Well, the spine does makes it seem like the rest of the alien can curl up into a wheel. If you decide to take it in that direction, think of it as an emergency escape function of the creature.
There are some desert spiders that have that ability, although they don't fold their legs at all, they do this sort of cartwheel-style tumble to move around quickly for transport or as an escape maneuver. Same concept.