... before it is too late?
So I'm having a hard time using as little geo as possible because many parts of her suit just sticks out, especially the tube things on her neck among other things. Since I want it to be animated and in UE4, I'm not sure if what I currently have is too high poly and if it the topology has problems.
Does anyone have any suggestions, or should I just keep going this way?
On the 3rd image, there's 3 turntables of the model in zbrush pre-render.


Replies
And even if you stuck to your current process there is so much that can be optimised by way a terminating quads to tris.
A more important note, the shapes you are retopologising can still be used to clean up the blobbi-ness of the original sculpt, this is a step in a few modellers workflow and it allows for everything to be super clean as it is currently I think it's really hurting your model.
(model from Vanquish for the curious)
I'm going to refer to our own @musashidan's excellent tutorial on hard surface retopo.
From the WIKI: