Haven't opened the Maya file, but the topology looks like it needs a lot of work. Can you show a shaded wireframe? Here's an example of good topology: Bigger image here: http://wiki.polycount.com/wiki/BodyTopology
To model high-resolution characters, there are two common methods. These can be used independently, and they can also be used together. Each has its own strengths and weaknesses. 1. Subdivision Surface Modeling (what Ben Mathis' example nude uses) 2. Digital Sculpting (what Joost is talking about, using Zbrush)
Thank you. As you can see from the chest of my model, its spaced out nicely. But how can one get abs/six-pack without having the edges close like I have. Your example model doesnt have a six-pack or the detail which requires tightly packed edge loops. I am just trying to understand how you can get detail without having…