 So, you just want to make your own topology. Not a problem. Press B, T, O, make sure your object has no division levels, and left click to draw curves over your object. Now, you need to have at least three curves to make a triangle, but obviously try to aim for quads. Hold and shift while left clicking will let you draw a perfectly straight line. As usual, holding space bar lets you move the curve anywhere you want. And as with any curve tool, dragging into empty canvas will wrap around the object, and holding space will let you slide up and down. So as usual, holding alt does the opposite, and clears curves. This includes holding shift, wrapping around, and space bar commands. If you hold alt while hitting no curves, it deletes everything that's not a quad. And if you remove a curve that's part of a quad, it will disappear. If you draw a curve like this, it's gonna draw a quad. So if you want it to follow the actual lines, all you gotta do is draw more curves, and then you will start to get your shape. At any point, if you left click, it will turn all the quads into real polygons, with the draw size, control, and thickness. If you want your topology to be perfectly flat though, then set draw size all the way down. Regardless, once you've created the new topology, split by mass points to separate it into its own object. From here, you just apply your standard group by normals, polish, z-remesh, and whatever sculpting techniques you want. Hope that helps, and as always, hope you have a fantastic day, and I'll see you around.