Mesh Data Transfer. if, like me, you're starting with an existing model and working backwards to resculpt using a multiresolution modifier, here's a chain you can use to keep your shapekeys on a resculpted and remeshed mesh:
- use shapekey helper menu to apply the multiresolution modifier at its highest resolution after sculpting, while keeping the shapekeys. this will give you a highpoly sculpted mesh with shapekeys
- find whatever shapekey results in the least self-intersection and move it to the top of the list, making it the new basis. make the old basis shapekey relative to it, and make sure that setting it to 1 results in your mesh assuming its original shape
- remesh. i use Quad Remesher because it's nice. now you will have a new mesh, in that shape, with no shapekeys but nice topology
- use Mesh Data Transfer set to "closest" to transfer shapekeys
4a. optional: create a UV map on the new mesh and transfer UV set as well
4b. optional: and vertex groups - move old basis back up top
- set every single other shapekey to be relative to the old basis
now you have a nicely sculpted and retopologied mesh that assumes the shapes of the old mesh properly. good job
