The point of this intermediate retopology is specifically due to the hardsurface nature of the robot character. The sculpture is simply too “hand-made” with bumps and lumps everywhere. By retopologizing intermediately, we generate a perfectly smooth, machined quality to our hardsurface shapes.
It’s the only way to get super crisp hardsurface details to come through in the final game model + texture bakes.
Does that make sense?