To make it a bit more clear.
You dont need a mesh just as dens as this above one from avatar… this is a tessalated mesh. Its not the base. That is more like 1/4 the polycount. so that is what you model. Than you can smooth it out, and if nessesary make the blendshapes or even angle driven displacement-normal maps on a tesselated level.
Make can model in all the basic creases, and animation loops you need. I this avatar moddel its all a bit unclear because we are not actually looking at the modelled level. You can see the major creases made below the eye, top brow… forhead, and below the nose. Particularly for her snear.
Take in account what you´re character is going to do, and base you´re density and detail on that.
So in short… just wanted to point out, that you dont have to model in such density.
Maybe you could even tesselate you´re lowpoly made model, edit that mesh, ad the detail in. and than tesselate that again for its final look for render, and displacement shapes.