I think you should use more reference. It doesn’t have to be one particular species, it can be your design, but for the different body parts and details you should take a look how body parts of real dinosaurs or reptilia look and how they are connected.
For me it looks unbalanced, the front part is much heavier than the tail, it would fall over. The tail should be much bigger to balance the heavy front.
Also I think you went too early into texture detail. It could work as a cartoon character, but for a realistic dinosaur, it should have more detail like eyebrows sculpted, nostrils, maybe some big skin folds or scales, leg muscles, etc. You did this kind of detail for fingernails and teeth (their attachment to the body is good, not just stuck into the body, but you sculpted fitting cavities in the body), you should go this way for other body parts too.
The attachment of the arms to the body looks unnatural, like separate clay parts stuck one onto another, not like connected with bones and muscles.
The foot has an almost human shape, especially the heel, which is not proper for this kind of animal. Note that the heel is in the air, it’s the “backward knee” in the hind leg, while the counterpart to the human knee is somewhere around his belly. It’s the same for many mammals (eg. dogs, cats, horses), all birds, and this kind of dinosaur - the hind leg bones “shifted” in their function compared to the human legs. Like a human standing on his toes. Look at skeletons.
Your texture looks the same everywhere, there’s no variation. Look at a krokodile, or at a naked hen, or a turtle. It has different skin on different parts of the body. Sometimes scales, sometimes skin folds, sometimes just some skin pores. Different relief, different colour.
Anyway for a first attempt at character design and modelling, it’s not bad. If at this stage you don’t want to add the details I wrote about, I’d suggest to go more into a cartoon/non-realistic direction with the shaders and textures.
The faces have two sides. Imagine cloth fabric which has print just on one side. Wrong normals mean that the print is turned inwards. Recalculating normals means flipping faces so that all the prints are outside, kind of. It’s important if you use normal maps, displacement or bump - the maps must know which direction they should bump out. Also for transparent or translucent shading, it helps Blender to know which side is inside the dinosaur and which part is outside. And important for viewport shading, as you see in your screenshots.