An interpretation of the prehistoric creature acanthostega, comes with a simple rig and example pose. Topology is mostly quads with some tris, especially in the eyeball. The model has 9908 faces (quads counted) that would become roughly 20k tris in for example Unreal Engine. Materials are set up in blender cycles. Texture dimensions for teeth- 1024x1024 and the texture for the normals and rest of the body 4096x4096 all in all there are 3 textures = body normals, body and teeth.
The UV for the teeth overlaps with the body, but they do use different material slots and separate textures so it shouldn't be noticeable, I tested this in both blender and Unreal Engine 4 without finding anything strange. Do note that only half of the body appears on the UV map and the textures are mirrored to the second half to ensure symmetry. A secondary UV map where everything is unwrapped and nothing overlaps is included, but has no texture. This is intended to be used for lightmaps when you use baked lighting in a game engine.
If you have any questions, feel free to send me a message.