Retopology is an essential step in designing a 3D characters for games. A model for sculpting is not necessarily useful for texturing and animation, so I need to remodel the original sculpt with fewer and more conscientiously placed polygons, as well as add the extra orifices and body cavities I may need in a lewd model.This is quite a bit harder than I was expecting it to be. It seems there are a lot of ways topology can be done poorly and the model I've posted here is my third attempt. I tried using some automated retopology addons but it seems they're only good for large, relatively simple body parts, like the torso and limbs. The rest I had to make make myself.
For my sanity I kept vaginal/anal cavities pretty simple. They're mainly there so there's something to see during any sort of spreading/gaping, and I intend to use some texturing tricks to make them look deeper than they are. If I get really good at this in the future, I'll consider having more realistically-modelled internals, which would make something like an x-ray mode possible, but I'm keeping it simple for now.
I'm at a bit of an impasse regarding what should be done next. I don't want to spend a bunch of time texturing only to find out my topology is no good for animation, so I think I should consider rigging first at least to test the limits of what the model is capable of. I also still need to add hair and eyelashes, as well as clothes/accessories eventually, but I think those are also best left until after I'm confident the model is functional for animation.
For now, I'm going to switch gears a bit and start sketching some ideas for a Christmas project. If I get a good idea, I might make it an animation. If an animation seems to onerous for the holidays, I'll make it an illustration instead. After Christmas, I'll consider doing some commission stuff through early January, and then likely go back into working on this 3D project.