Thanks for the file, Mark.
The first problem with the mesh shows up when I explored it. While active (polygon) I went to Attribute Manager>Mode>Modeling. When you check it to active, it shows 2555 bad polygons, but it is kind of “invisible” as they are mostly located in the two eyes. I would not even start to fix them, replace them with to Spheres (set to hemisphere).
The simplest way would be to just select them and delete those. Which appears to create new problems, which can be selected the same way and deleted. This leaves some tiny holes in the head of the dino. The Mesh> Create Tools>Polygon Pen will certainly help to close those. Some of the new quads (four sided polygons) need to be Mesh>Commands> Triangulate. All of the new polygons need to weighted again to work with the rig.
The scaling could be as easy as setting the Attribute Manager>Project to a new project scale and merge the saved file into a new one. Or place all under a new Null Object (don’t use the group short cut, just in case) use a new one and set the the two parents of the scene under it. Now set the Null to the scale you like. There are other ways, but these seems to be the simplest.
The UV information connects the mesh with the image. A UV polygon is just a 2D representation of the polygon mesh. It works for each polygon like a picture frame, putting a certain amount fo the texture into the frame, like a rubber canvas. In this way a single UV polygon could be as large as the whole texture, or nearly invisible small. It doesn’t really say anything how large the polygon of the mesh is, how much texture is used from the UV.
Since the texture is not just a pattern, this can’t be just changed. The texture is individually created for this. There is a method where one can select the UV polygons, store the information, scale it and then remap the information, but this goes always with a loss of information. Not really advised just because one can.
Anyway, to illustrate the process, I have made a screen capture: Let me know if you don’t like to have the model public.
https://www.amazon.com/clouddrive/share/jffJ6ic1EFUkvIwzylDx8yzA48EOamRUKUWEfjE5iLF
All in all, there are some problems with this model, which should be solved first. While fixing the mesh, I found that working from the inside of the mesh, helps to avoid accidentally select the wrong points.
My favorite tool, besides the Polygon Pen would be the Mesh> Create> Weld Function. After the first round the space bar is the switch between select and weld, one can get very fast with it.
For the head, if the pattern is too small or too large, perhaps, use the body texture of the scene and with the “cloner” paint a new texture on the head.
I hope all of that helps
My best wishes