Havent had the chance to do much in the last week, but have started retopo work(currently, the ice, helmet and belt skull). for the hardbody areas of the character, such as the belt centerpiece, helmet, ice and other objects that will not deform, I am using a combination of decimate/ zremesh and reduce to lower the polycount, then adjusting any harsh areas and making sure it fits over the highpoly correctly. this isnt the neatest way of doing things, but i dont think ill have time to qaud draw and properly retopo everything. Instead, I will do this just for the main areas of deformation, ie- the skin, pants, boots, and also look to redo the ice fingers, as the current topology will be unsuitable for rigging. The race is on to finish in time