Clay, Reality Capture, Zbrush, Mari, Houdini, Redshift
This was sculpted by me irl during a portrait masterclass. I then ran this through reality capture to get this shape in polygons. This was cleared up in Zbrush then wrapped to base mesh using Zwrap.
I projected displacement and utility maps from texturing.xyz onto the face for tertiary details. Once in Houdini I ran different vellum simulations for face and webbing.
The snapping was made by animating a falloff object to create an attribute that effected breaking threshold of Verona fractured pieces inside vellums DOPS.