Content Warning: Gore / anatomical study
Early work-in-progress test for the MetaCalvin project, focused on exploring how my scan-derived head mesh could be opened up to reveal the underlying skull structure.
This pass was mainly about testing the anatomical fit, skull placement, and dental alignment after integrating the skull into the head mesh. With the teeth now aligned and the skull sitting correctly, I wanted to do a quick gore/texturing experiment to see how the workflow might hold up once skin, bone, exposed tissue, blood, dirt, and decay are pushed further.
This version is part of the static MetaCalvin workflow rather than the Unreal/animated MetaHuman setup. The goal is to eventually use the posed MetaHuman/Maya version as a base, then take the static mesh further into sculpting and texture variations for horror-focused studies such as dead, injured, zombie, or accident-style versions of myself.
Still very much a rough test, but it’s been a useful step in figuring out how the internal skull structure can support more graphic anatomical storytelling and future gore practice.
Potential short captions for each image:
Side profile:
Skull integration test with exposed cranial structure and early gore pass.
Underside/neck angle:
Testing the skull, teeth alignment, and damaged tissue transition around the jaw and neck.
Clean head reference:
Original scan-derived head used as the base for the MetaCalvin static workflow.