Someone that Looks into Anatomy for Figure Sculpting and VFX is an Artist called Scott Eaton (http://www.scott-eaton.com/). I have had the change to learn from him and work with him on a Feature that is due to release next year.
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Here are some of his work that show the use of Anatomy and Form, both in human and Creatures models.
The model to the right is of Scotts sculpt based on the Greek myth Prometheus. He started off drawing the poses and developing the look of the sculpt before he got into 3D.
After I spoke to him about this sculpt and see his lecture. I learnt about the importance of research and reference. As he drew loads of concepts and had a solid idea. Also the development of the muscles start off with the idea of landmarks and blocking in muscles start from lower subdivisions.
Below shows a tutorial that he made called "The Archer", here he gave a quick insight on creating human form and developing a pose.
Also you see an example of an ecorche and how this can help you use reference to more of an exercise as well as critiquing your own drawings or Sculpts.
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Below shows how Scott takes anatomy and applies it to creatures and concept art to give it that more belivable and he knows about Animal anatomy as well as again animals and creature design is becoming a big thing in the industry so knowing how to develop a realistic anatomy structure behind the model only strengthens the concept.
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The image of his Centaur is a great example of taking that knowlege and creating a unique but realistic design. Creating this model he took into mind the proportions of the horse with the human part of the body as if the horse part is too big, would the spine able to take the wait? or again with the human part was to big. would he be able to stand up without falling over.
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Also he thought about how the abdomin of the human would merge with the horse so he had to think about new landmarks and how would the skeleton would work.
To the left is how to bend what you know. This is an example of Scotts idea of a Frankenstein style character. He has taken the idea of many different humans being sown together and played with the proportions and muscle deformations but still keeping the structure for it to seem real.