Ooh, mebbe a brown might be good. Maybe not light, but some combination of brown and dark greens/reds. I shall have to do some sketches.
I've detailed the inside of the mouth. I dunno if I'm done with it yet.
It might be hard to see some of the light detail on the tongue, so I've attached the full resolution screenshot as well.
Anyhoo, any shaping that goes on is sculpting from here on out, so no new geometry will be added. That means I can give you guys some numbers!
At highres, the dragon and all of its parts are at 5,630,464 polies. I'm going to bake this down to a "lowres" mesh weighing in at 922,144 polies so that my computer won't hang itself every time I ask it to render (and so it won't be so friggen choppy in the viewport). Blender's running into major memory issues on my 32-bit Windows XP partition, often crashing before I can get one good render/bake out. I've had better luck on my 64-bit Linux partition, but I usually have to close Blender and reopen the dragon each new render (It seems not to free a lot of memory taken for the previous render). I really don't know how I'm going to bake all of this. I'm probably going to cut the dragon up into little bits, bake each bit, and then compile the bits together into one map.