A likeness study of Bruce Campbell, sculpted in ZBrush from a MetaHuman base, conformed back into Unreal Engine 5 with MetaHuman Identity, and driven in real time with Live Link.
The accompanying video walks through my process and focuses on the anatomy of the lower face: the mandibular angle, the depressor anguli oris, and the convex shapes principle that runs through how I think about sculpting heads in general.
Originally sculpted as a sub-d modeling exercise in Maya in 2004 while I was in school. Felt like the right subject for a remake.
Full video on YouTube: