Great Topic.
I think the relevance of anatomy varies with the type of art and age you live in and how you practice your art.
You need to know nothing about anatomy to be a good artist.
A sculptor from 500 years ago knew nothing about anatomy. He studied the his references by walking around it, touching it, he took it in.
He had a reference that had volume, shape and proportion and he was able to grasp and understand it by looking at it. He didn’t care that there are two dermal layers scattering light, what made the color of flesh, what names muscles had and where they where…
And depending on his fine senses and how skillful he was with his tool he made a stone into a piece of art.
Today most references we have are photographs, concept arts. A CG-Sculptor in the industry is no CG-artist per se. He’s a CG-manufacturer. There is no Lara Croft in the warehouse he can fetch and put in front of his desk and study for half a day.
But our Lara is made up of the same parts as any other human. Know the parts, you can reconstruct it.
A perfect example are all the horrible human heads in this forum (and there are quite a lot). The model from two dimensional references, front and side and can’t grasp the volume a head has. Knowing the shape of a skull, knowing where the cheekbone sits and understanding how the lower yaw really looks like could help them a lot. Or knowing how the teeth really sit in a skull… have you seen how many humanoid heads are in this forum where the models most likely would have to have all their teeth in one straight row?
It’s arguable if proportion and volume is part of anatomy. Per definition maybe. The word itself comes from two greek words, one meaning open/enter, the other to cut/slice.
One thing is certain. An artist creating anything three dimensional has to have a good spatial ability and visual thinking.
If you have seen and taken in what you want to model/sculpt in real life, the anatomical knowledge is only a help not to forget details or kick up realism a notch, but it surely is not mandatory.
The other side is, well let’s take a nice example in this forum again:
My fingers aren’t enough to count the forum users here which are male, in their early teens wanting to get into organic human modelling.
For obvious reasons many choose to go after the female body and usually they create mutants. Why? I guess because most of them have never seen a women in all her natural beauty in front of their eyes, touched her, had enough time to really take the body in. They only know the female body from reference images, bikini magazines, or Television, and if you’re on the beach you don’t stare at women and if caught say “Sorry, I was just taking in your volume and natural magic…”, especially not as a teen
And today with sculpting tools that adaptively change and allow volume, it’s easier than ever to sculpt without anatomical knowledge. You just have to create what you see. You do not need to know what’s underneath.
However, the “what you see” part has become difficult.
That’s why I wrote in the other thread how important I find manual retopo.
If you want to grasp the human body and don’t have one to take in, get a really good 3d model of one, for starters one from Makehuman is great. And then just look at it and start to retopo it. And where the edgeloops don’t come naturally to you, look in an anatomy book what might be under that bulky part below the shoulder on your back. And once you know that there is the scapula (bladebone) and you know it’s shape, you can lay the loop there easily.
Personally I think anatomical knowledge is not mandatory, but it will make you a better artist - and usually artistic curiosity gets you into anatomy anyways.
And xrg said it well, the problem is that people think of proportion as a “ruleset” like Anatomy.
I already made models from your average human female. The reaction? That the model is ugly. Why? Because in CG everyone expects the perfect proportions as a part of the Anatomy-ruleset.