I was also experimenting with a custom roughness map (darker areas appear wetter). I mainly guessed where saliva would build up... I made this in sculpt mode using color attributes and baked the results into the remesh.
For the retopology I only used the remesh and a shrinkwrap modifier before setup up the multi-res. I did this because I wanted to animate the result a bit but not put much effort into manually remeshing.
- eyelids are back (now with lower lids) - lower jaw is now split into left and right + main control - character likeness improved - better neck deformation
[WIP] I've added a "body cutoff" option on the main settings cog. This means you can dynamically delete parts of his body you don't need before other modifiers are applied (meaning better performance / faster renders).
WIP Geometry Nodes... Performing a inwards raycast (similar to shinkwrap) but using simulation time to lerp instead of instantly sticking. I'll post the nodes below...