If you've spent any amount of time looking for references on Pinterest or Artstation, chances are you've come across the work of Uldis Zarins, and the Anatomy for Sculptors team. I thought why not take a look at the books, especially since I'm usually quite busy, I needed to find the best possible source of information.
A few anatomy books I purchased previously were disappointing or had unnecessary fluff, this is not the case for Anatomy of facial expression, just like the rest of the books from Anatomy for sculptors.
An example of surprisingly well explained anatomy was the way this book described dynamic wrinkles, and the relationship between muscles direction and fold direction.

Print quality: Overall very good. Text is always sharp and readable, black and white graphics are also sharp. On close inspection the greyscale and color is rendered at around 300-600 DPI. Plenty enough resolution for zooming in and using scans of this book as backdrop image in your 3D software like Blender or Zbrush. If you need even more resolution though, anatomy4sculptors has a PDF E-book version available for purchase.
(zoomed in close up of print quality)
The book is divided into main sections and color coded (yay!) for easy flipping trough. It starts with the skull, then adding in muscles, fat, skin, then it transitions into a very useful section:
facial action coding system (FACS). I first learned about this system while reading the similarly excellent VES handbook , the chapter on rigging does a deep dive on FACS and why it's useful for sculpting blendshapes, for acting and animation notes, etc.
The anatomy of facial expression book did some clever organization in that each page in this last section is a condensed representation of 0-1 range of affected muscles, with close up views. For example "wink" 0 is neutral -no wink- and 1 represents the maximum activation of orbicularis oculi, with FACS code number AU46. Riggers and animators in high-end realistic games and film VFX will find this particularly useful. Nowadays in many games even monsters can emote with this level of subtlety, (at least in cinematics).
With 212 pages densely packed with artist resources for face details, this is a great guidebook for any sculptor or painter to have, especially if you're working in cinema, TV or gaming.
You can find the book at https://anatomy4sculptors.com/product/anatomy-of-facial-expression-paperback/

