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cblakey1
06-03-2005, 01:53 PM
I sculpted a head and just built the armature but the body seems too big. :banghead:

Are there any anatomical rules that you all follow to make sure the head is the right size for the body?

I got my calipers in hand, waiting for some help!

Mr. Mojo
06-03-2005, 02:36 PM
Cb, being an one time graphic arts major, there are rules to proportion. Unfortunately the only one that I really remember is that the torso size should be the head of your object squared. For example; take the size of the head and stack it on top of another. That's your torso size. As for the rest of the body proportions I know they're all based on the size if the head, but I couldn't tell you for sure what each is. Check some books on figure drawing if possible, you may even find something on the internet. Sorry I couldn't be more help, but it all goes back to the head. Good Luck! :buttrock:

Kdawg59
06-03-2005, 02:39 PM
I try to do it all at once CB, rather than separate. It never comes out right if you don't do it all together and then cut off parts to work individually...

That being said you can follow the old rules that comics characters are 7.5-8.5 heads tall...

Is your head already sculpted and done? body? My best advice is to roll out another bigger ball for the head and do it again.

are you following any turnaround art at all???

Ghost
06-03-2005, 02:49 PM
I agree with Kdawg. The same principle applies when drawing. An average bodied person is around 7 heads tall. I always work off a sketch so I don't lose my proportions in the sculpt, that way I already have a good idea and reference, (since for the most part my sketch is to scale) and like someone said calipers are very helpful as well.

LarsAnders77
06-03-2005, 03:03 PM
I agree with the others, about 8,5 heads tall, the ½ head is for the ancles and down.

Maybe this would help a bit

Lars

cblakey1
06-03-2005, 04:24 PM
I remembered the head x2 rule from my art school dayz but just wanted to make sure. It just didn't look right.

The sculpt has no picture reference. Original pose and all. Guess It's just hard to get a perspective when you are putting a completed head on a wire body.

What I do nowadays KDawg, is sculpt the heads first and bodies later. It's pretty much an exercize in face/head sculpting more than anything else. But if I get a notion, I'll slam a head on a body. I also find it is easier when working with S.S. to sculpt in pieces and bake just to get the pieces slightly firm, then assemble and do a final baking to finish it off.

Collection King 13
06-03-2005, 04:26 PM
But guys wouldnt it depend on the character? Some Characters have huge Bodies with massive necks and small heads...

The General
06-03-2005, 04:28 PM
One piece of advice when sculpting females is always make the ass huge. :eplus2:

Kdawg59
06-03-2005, 04:30 PM
But guys wouldnt it depend on the character? Some Characters have huge Bodies with massive necks and small heads...

ahh good point E-

This is where the artistry and eyeballs come into play... sometimes you gotta just make it look right by using skill and interpretation...

Juggernaut has a marble for a mellon whereas Cap has a normal head and a body of a moderately beefy weightlifter yet athlete...

It's all open to the artist and hopefully the audience agrees...

Collection King 13
06-03-2005, 04:31 PM
Thats true dawg... Good luck with the sculpt cblak!

Kdawg59
06-03-2005, 04:38 PM
Blakes-

there is no good substitute for reference man. If you can get a simple turnaround for a generic male or female you can use that sucker for a pattern almost.

Size your turnaround accordingly in Photoshop or a copy machine, Put your clay or castilene in globs on that paper. First on the frontal view. Then turn it on it's side and thicken the globs to match the side view of the turnaround. You will presto change o, have a blocked in and proportioned character that you can then cut up and refine, pose, rock the house on... You would be amazed how it works. It's a great way to block a character in... You have plenty of artistic work to do afterward, but this is a great way to rough a character in and I have no clue if other sculptor's do it or not!!! I DO and it definitely works... I figured it out by just problem solving a good way to use my reference to its fullest:)

beav
06-03-2005, 06:51 PM
i actually used a male model and scaled everything out. I envisioned the wire frame internally on the model so that when I took the measurements I could scale them down for the wire frame. I then took front, rear, side, and over head shots of the model in the position I wanted for reference. Of course while I belive this to be a good way I'm still not done!

Lay-Z-boy
06-06-2005, 11:04 AM
Never fails :

http://www.marel.pro.br/marvelm.jpghttp://www.marel.pro.br/marvelf.jpg

Arahom Radjah
06-20-2005, 03:00 AM
Hi cb,

this time I will be nice ... lol !!! :stick:

try to sculpt in layers ... you always will see what's coming up, this way you can correct a mistake before it is too late !!!

The worst thing that could happens when you are sculpting is when the statue is almost ready you realize that the head is too big or too small !!!

A good tip is put your sculpture a little bit far from you ... about 3 feet and then you will see the sculpture as one !!!!!