You are using way, way, WAY too many vertices, even for realism.
Here’s something you should know about topology: If you’re not using a vertex to create or change the shape of something, it doesn’t need to be there. For example, a cube will still be shaped like a cube if you add 3 loop cuts in the middle of it.
I see a lot of your verts there that aren’t changing the shape of the model at all; they are just there to add to vert count.
I have found this for you. If textured, this is the sort of model you would expect to be a ‘realistic’ model in a game these days.
As you can see, the creator is using a nice, smooth line that travels around the model, with no Ngons (With the exception of flat NGONS ( like cylindrical tops) ngons are bad. In some cases, if you have an ngon anywhere on your model, your model is not ready to be animated)
POTENTIAL FIX: Instead of tracing out the abdomenal shape, start by creating a ‘belt’ of planes around the reference. Then, extrude up or down from each loop, slowly shaping it as you go. This way,you are creating your model in flowing ‘layers’ that are easy to change with proportional editing and loop selectors later on. When you get to the shoulders, go back down to the ‘belt’ and move downwards; shoulders are easier to do from the neck down.
That’s the method I used near the start, but there are others; such as using two subdivided cubes; one representing the crotch and the other representing the chest, and moving through and adding, shaping, etc.
Remember not only to use references of pictures, but also references of topology. One more topo-trick is to copy it into a graphics program and draw the lines out before you block model it to see if your topology will work before you start.
A good topology will determine whether the mesh will flow right when it’s rigged, and will be tougher to rig if sculpted or overdone.
I may have overdone it. I hope this helps, I am not trying to sound like a boss! xD Sorry.