Paint your own with brush alphas in Zbrush or in an image editor.
Your output needs will change your approach–working for print has an entirely different set of concerns than working for digital render, and animation has a different set of needs from static composite. Efficient mesh topology is important. Eventually you will want to remove overlapping or redundant geometry, and create a more efficient unibody mesh that delivers more polygons at the base level to high detail areas, and fewer to low detail areas, so this effect is multiplied when subdivided.
Eventually you may need to use HD Geometry.
Remember, textural solutions like bump and normal maps don’t require extreme polycounts. So maybe sculpt for displacement the major forms that will change the silhouette of the mesh under scrutiny, and use a traditional textural solution for fine surface detail.