Freestyle in Blender is quite complex and (for me at least) a bit frustrating sometimes because you just do not seem to get lines where you want them :D But to give you a quick idea how you can get something similar like your reference:
Slightly simpler things are not that hard to achieve especially when using the option Mark Freestyle Edge in Edit Mode. For the following example I used three different Freestyle Line Sets, one for the thick external contour, one for the dashed lines of the visible wireframe edges and the last for the thinner, fainter dashed lines of the hidden wireframe:

The material has some alpha transparency to get a bit of that semi-transparent look of your reference. Note however that even the hidden dashed lines will always be overlaid, the material transparency is not necessary for them to be visible.
Also note, although there is a setting where you can have lines on material boundaries, it is not possible to get black outlines along these painted color patches. Freestyle does not detect contours within textures.
For the dashed lines of the wireframe I simply selected all edges in Edit Mode, then Ctrl+E > Mark Freestyle Edge. This way all edges of the base mesh are showing, but all the additional smoothing edges of the Subdivision Surface modifier I put on the object are not visible.
To enable Freestyle, check the option in the Render Properties tab, then you can edit and add line sets in the View Layer Properties tab. The main settings I changed for the three line sets are (by the way lines will be overlaid with the top most line set in front down to the bottom line set in the background):
contour:
Visibility Type > Visible
Edge Type > External Contour
Freestyle Thickness > Base Thickness > 10
dashed line:
Visibility Type > Visible
Edge Type > Edge Mark
Freestyle Strokes > Dashed Line > Dash 1/Gap 1 > 3
Freestyle Thickness > Base Thickness > 3
dashed line hidden:
Visibility Type > Hidden
Edge Type > Edge Mark
Freestyle Strokes > Dashed Line > Dash 1/Gap 1 > 2
Freestyle Alpha > Base Transparency > 0.75
Freestyle Thickness > Base Thickness > 2
The good thing with marking edges as freestyle edges is, no matter how dense a mesh is, you can decide which edges you want to see in a wireframe rendering, like in the example below where all spheres have the same resolution, but different wireframes:
