The replica skull was then passed to Oscar Nilsson, a forensic artist and archaeologist from Sweden, who is an expert in reconstructing models of ancient faces for museums around the world. Nilsson was able to begin creating a forensic facial reconstruction, adding muscle and skin layers with clay, with the thickness determined by the gender, age, ethnicity, and estimated weight of the subject.
Wrinkles and gray hairs were added based on his estimated age; teeth were adjusted based on the skull; the style of his hair and beard were based on plausible tools (such as shells) available in the period 8,000 BC.
With the Shaman’s digital appearance complete, Nilsson could then apply the same styling to the physical model to complete the traditional 3D reconstruction.
“All that back and forth in MetaHuman Creator was really brilliant, because normally I would do this work myself by hand, and that is very expensive and takes a lot of time,” says Nilsson. “But to be able to do this digitally is really a game changer.”
Stefanović agrees. “Never before have we had the opportunity to see what ancient people look like when they are showing their emotions,” she says.
The interactive setup is now exhibited at the National Museum of Serbia in Belgrade, alongside the institution’s collection of Lepenski Vir artifacts.
While the MetaHuman framework has received considerable interest within the gaming and film industries, the Lepenski Vir shaman offers a glimpse of how the technology can support innovative projects in more traditional fields like archaeology and forensics. The team hopes that the groundbreaking reconstruction will fuel the imagination of other pioneers to experiment in different spaces. “We see teams exploring uses with medicine, automotive, and even psychology research,” says Kovač. “So, it's really up to the users where this goes next.”