Ok this project is a bit too big to eat. My initial intention to create an animation was a bit too ambitious, I will step back and create just a still with quality rendering.
Here's the latest retopo
Some issues: I cant seem to figure out how to make broad strokes without having some distortions effecting the the creases. If I do not fallow every major plain change with mesh edge I get pinching and stretching across the creases.
So I seem to find my self, as far I understand retopology and the tools within blender, having to create many quad direction changes resulting in many poles.
My model has many hard creases and edges a kind of mix between hard surface and organics, very comic style. Heres the effect so far, with my retopology snapping to the low resolution model. I have another copy with 2.5 million polys and will use that for the "salvaging of detail" phase of the process.
This is the best result visually, so far, That I can get with the several techniques I am applying.
You can see that "smooth" is active over the new mesh with a subdivision mod x2.
Is the going to work for a still model, mapping and texturing, that will be posed in a relatively dynamic position?