MetaCalvin — Gore / Skull Integration WIP
New work-in-progress update for my ongoing MetaCalvin project, exploring a horror/gore variation of my scan-derived head and bust.
This pass focuses on pushing the skull integration further into a more complete character lookdev test. The skull and teeth are now aligned inside the head mesh, allowing me to start experimenting with exposed bone, damaged skin, dried blood, bruising, decay, and the transition between the outer facial surface and the internal anatomy.
The goal of this study is not just to make something graphic, but to better understand how a believable gore workflow can be built from an existing scanned likeness. I wanted to test how the head holds up from multiple angles, how the damage reads in profile and front view, and how the texture pass works once hair, skin breakup, lighting, and presentation are added back into the bust.
Still very much a WIP, but this is a useful step toward building different horror variations of the MetaCalvin asset, injured, dead, zombie, anatomical, and practical-effect-inspired versions, while keeping the foundation grounded in my own scan data and facial structure.
WIP gore/lookdev pass rendered in Marmoset Toolbag, testing exposed skull integration, dental alignment, damaged tissue transitions, and scan-based horror variations for the MetaCalvin project.
A weird little love letter to horror, anatomy, scan data, and the joy of making myself look absolutely destroyed for art