There’s a goofy multiplayer format that we play in my local area. The first time we played it several years ago, someone lazily named it “Murderball”, and nobody has yet bothered to come up with a better name. In a nutshell: every player gets 100pts and always has 3 orders. When you get wiped out, you respawn a single Authorized Bounty Hunter that you can use to harass the players who are still in the game. It’s super fun. 🙂
We’ve used a large variety of proxy Bounty Hunters for Murderball over the years, but I wanted to have some proper dedicated models to use, so I decided to convert a squad of them using random models that I liked, with scratch-sculpted heads and scrounged weapons. And because I don’t want to bury the lead today, I’d like to answer the question in the post title by explaining WHY THEIR HEADS ARE SO BIG.
- That’s how I draw! An average human being is around 7 heads tall, but I tend to draw most characters closer to 6 heads. I grew up drawing superheroes (who skew toward an exaggerated 8-head scale), and as an adult artist, I’ve noticed myself rejecting the overexaggerated body types I drew all throughout my teens by overcorrecting really hard in the other direction, with more subdued musculature and larger, more expressive faces. People comment on it frequently when I post my art, but at this point in my artistic journey, I’m pretty settled on my preference. 🙂
- Related to #1: I just like larger heads on my models. 🙂 It’s easier to paint an expressive face on bigger heads, and I would rather have a goofy-looking model with the face I want than a correctly-scaled model that my ham-handed painting can’t make look right.
- With that said: I messed up. I like bigger heads, but these ended up even bigger than I had intended due to my sloppiness. In particular…
- It’s a side-effect of the way I sculpt heads. I often credit the sculpting videos on MiniatureMentor.com with bridging me from a beginner to an intermediate sculptor (where I remain to this day! 😛 ). The most influential video tutorial for me was one on Green Stuff sculpting by James Van Schaik, and his technique of (1) creating a skull, (2) putting eyeballs in it, and (3) sculpting the head around that core once it’s hardened will, if not done correctly, result in an oversized head. Recognizing this limitation, I’ve recently tried some experiments in a different head-sculpting technique that isn’t prone to the same problem, with good results. So today’s project may turn out be the last time I make such obviously misproportioned heads. We’ll see. 🙂
- And finally: It doesn’t help that the models I’m working on top of are ridiculously skinny. As you’ll see over the course of today’s post, two of the models with custom heads are built on top of incredibly skinny female models, while one of them is built on top of a more realistically proportioned male model. And while all three heads are roughly the same size, the one on the male body barely looks out of place, while the two with female bodies look like lollipops. ~_~
So, there you go. Some intention + some accident = bobblehead bounty hunters.