Richard, thanks for your great feedback!
Richard refers a very important question of the digital world: The polygon dimension of the generated mesh. Briefly: more and small polygons, more resolution. Less and big polygons, less resolution.
As the digital world of mannequins touches so many areas, not alone scale modelling but also movies and video gaming I took the liberty of linking here a well known character to show the evolution of the digital mannequins trough time:
It is easily clear where we are now. In the digital world, we arrived to life likeness. And this is a product of the recent years: From about 2006 to present time.
Gaming is an industry that alone is bigger than motion pictures and music together. One of the best paid jobs in the world is gaming screenwriters. We have millions of video games but everyone only know Tetris, Sonic, Tomb Raider, Angry Birds and alike, so this extraordinary degree of development is easy to understand.
However there are certain things to consider. The image exhibits a promotional Lara and a Gaming Lara. The gaming Lara is softer in detail as it will run in entertainment computers. Otherwise, the mesh in motion in a normal PC would require a gargantuan amount of RAM and also a nice graphics board.
But the promotional Lara is almost indistinguishable from a real person. However, as strange as this seems (and here is the challenge to digital sculptors) if this Lara was printed results would not be good. Specially her hair - a high end machine would attempt to replicate the hair exactly like in the digital file, but strengtheness would be seriously compromised.
There are other things to consider: Just as Richard said it is important to save polygons. So, certain industries "flatten" the characters. They look like 3d, but they are quite thin. An example is Merida from movie Brave.
Merida is also a perfect demonstration of what would happen to her hair, if she was printed. As a matter of fact the doll from the movie is substantially different from the screen character:
Obviously her hair is not printed and her clothes are not resins
the market is different here.
I picked these two samples, of industries that are ahead in the Digital World in an attempt to illustrate what you guys going digital are facing:
First, a figure must be thought exactly as a figure: a statuette - over detail and true life likeness such as hair features will output a creepy and fragile miniature.
And second, a figure must be planned exactly for a specific context: A gaming character is different from a movie character and is different from a doll.
But third, the positive side is that you guys going digital may be doing in the upcoming years either your own creations printed to order, or developing characters to billion dollar industries that are clearly leading the way smashing barrier after barrier.
Let me just refer also to Richard that the Vitruvius canon, firstly described by Vitruvius Pollo and later represented by Leonardo da Vinci is a good start for a person of a "normal high". I would like to encourage you to detail this matter of the Human Figure Drawing Proportions because normally artists use 1 to 8 heads to create the body in spite of the more conventional 1 to 7.5. Here, 1 to 8 (or even 1 to 9 in the case of super heroes) result in a more aesthetic and athletic figure, but when capturing an existing person this rule may be ignored in order to represent him as it is.
Richard touches also the key difficulty digital artists have - nothing to touch: Looking to a screen and imagining in a TFT a 3d object requires a great degree of abstraction and it really takes time! Lara, Merida and so many more are the product of months or even years - just as everything, exceptional creations really take time to output.