This mesh is not retopologized, this is default quad topology
MD meshes look jagged for two reasons:
- topology is not dense enough to support the desired shape;
- edges do not flow right to support the desired shape.
There are two solutions to both problems:
- increase the density until there is enough geometry to support the desired shape;
- change the edge flow to support the desired shape.
The author of this top chose the first method, which produced an item with higher polycount than maxis most complex meshes. And this is just a tight top with very few details, the dress with folds would have times higher polycount. Now imagine the impact hundreds of these high poly items would have on the game's performance and loading speed.
Why do they choose objectively worse solution? Because they need to release cc often enough for people to continue supporting their patreon.
In the sims 4 community popularity and money are earned through frequent releases, not quality of cc. To release cc frequently, one must make it fast. Retopologizing cc and learning how to do this takes time. This creator has been around for years and has hundreds of cc, bad topology or high polycount would not stop people from wanting to access, so there is no point for them to waste time on the second method.
If your goal is to learn what topology should be like for clothing, you should study gaming assets made by game developers, since they are obligated to consider the impact on game performance.
If your goal is to compete with other cc creators, you should spend this time on pumping out a lot of popular cc instead of learning retopology.