@explosivebullet
Joined on July 5th, 2017, this user has been a member for 3,272 days and is the 202nd person to register an account.
Has 143 submissions, the first one uploaded on December 22nd, 2016 and the most recent on June 10th, 2025.
Of those, 19 have been featured and 54 have won Users' Choice.
On average, each submission earns 10,975 downloads.
In total, they have been download 1,580,430 times.
Counting every individual stickfigure, including the contents of all packs, this user has technically made and submitted 1,155 stickfigures.
On average, when this user rates stickfigures, they are 95% positive.
Also, they are typically 20% positive when rating animation spotlights.
Has made 6,370 comments on non-activity pages of the site. Alternatively, this user has made 12,497 comments on actual activity pages of the site.
This user also has been featured in the Animation Spotlights 9 times.
This member is a Users' Choice voter!
Their current voting streak is 0 and their longest streak is 1239 consecutive votes.
Spotlight CritiquesOwner
Project Landfall SeriesOwner
X-Ray Collab 2 (Upcoming)Owner
EB Figures and AnimationsOwner
FPS Animation GroupOwner
Stewβs Generic Groupadmin
Questions and Helpadmin
Military Nodersadmin
Mission Breaks Chains Series.admin
War Technicals and Infantry (This Group is very dead)admin
Operation: Containmentadmin
The Ramox seriesadmin
Politics (13+)mod
After the Flash Downfallmod
The Fight For Freedom Seriesmod
Stick Nodes 2 Development Teammod
MK groupmod
Curtis Entertainment Corp.mod
The New Internet War Groupmod
Ramoxfireβs Forge Of Figuresmod
Blades and Guns (weapon guru group) (This Group is very dead)mod
Vault 279mod
Ezora Adventures(RPG and Role-play group!)mod
Marksman Collabmod
#Team StickNodes Movie Aftermathmod
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Pff. I wish I had the will to use sfm and be a tryhard.
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Lmao. Just taking another step forward in detail.
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Free to see it. But factually incorrect.
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Yeah, but it is accurate and it\’s no different than what I used in the past. Stuff I made on 2.0 shows that the body gains size over the head rapidly once gear is put on top.
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What matters is the technology and research put into it and they are a hell of a lot more qualified than you or I on human anatomy.
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I\’m more inclined to believe the multimillion dollar company (with groundbreaking technology in creating realistic human models in digital form) on what is sized right than the perspective of the human eye just looking at an image.
Of course I am not using real human images for body references because orthographic imaging cannot be done so precisely in real life. That and using real human references for bodies could just get weird.
I didn\’t use some cartoony Pixar style human model generator, I used a realistic one. I have looked at it long enough to see it\’s pretty accurate. -
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The head is exactly to size, I put each limb together based on a extremely high quality models of human anatomy using UE5s Metahuman. I port the model to Blender, render orthographic shots of the models side by side, sized perfectly with each other, Each limb is exactly correct in proportion to real life. The thing that might make the head seem large is the fact it is a silhouette so certain depth is missing where you might be expecting it. Some stuff like that I can add, some of it I cannot. I do my best.
Facial details all pay off for those characters that don\’t have helmets. There is 3 so far with their faces exposed and they look pretty decent. If I picked and chose each detail to put into the base, I would lose all flexibility. The base needs to be flexible for given situations cinematically. Characters may not always have their face covered. Characters won\’t always be holding the guns on screen. Characters when they speak expose details in the mouth. If they weren\’t there, we would have a problem with consistency and quality. Not all characters are made the same, that\’s why I put to much in the base. It give everyone something to work with and sets a standard.
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Well no. I\’ve had to bend limbs, make sure they all look correct in how they bend and they do in fact work for the most part. Just like the last version of the PL base but a lot more polish. Size between the genders by default is 1:1 which makes sizing much easier once stuff actually has to be animated. Still got a pile to add though. Just getting basic shapes down for the basic bodies. Then I move beyond that and add basic clothing and all that.
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Teeth, Ears, Tongue, Eyebrows, some depth details then side view is pretty well finished.
Teeth will probably not be a rectangle anymore and have gums.
Then the front view. Pray for my sanity. I am so close to this base being solid. But I got a couple additions after the base is done to make. Then PL can start having aome clean new designs on the new base. This base will stick around for the rest of the series production so I need it to be done right here. Tired of having to stall because the base doesn’t hold up.-

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did you actually look at these and go “yep, they work”
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Well no. I’ve had to bend limbs, make sure they all look correct in how they bend and they do in fact work for the most part. Just like the last version of the PL base but a lot more polish. Size between the genders by default is 1:1 which makes sizing much easier once stuff actually has to be animated. Still got a pile to add though. Just getting basic shapes down for the basic bodies. Then I move beyond that and add basic clothing and all that.
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why the heads so big
why did you add mouth details like teeth and guns when 80% of the figures made with this base will be masked and covered
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The head is exactly to size, I put each limb together based on a extremely high quality models of human anatomy using UE5s Metahuman. I port the model to Blender, render orthographic shots of the models side by side, sized perfectly with each other, Each limb is exactly correct in proportion to real life. The thing that might make the head seem large is the fact it is a silhouette so certain depth is missing where you might be expecting it. Some stuff like that I can add, some of it I cannot. I do my best.
Facial details all pay off for those characters that don’t have helmets. There is 3 so far with their faces exposed and they look pretty decent. If I picked and chose each detail to put into the base, I would lose all flexibility. The base needs to be flexible for given situations cinematically. Characters may not always have their face covered. Characters won’t always be holding the guns on screen. Characters when they speak expose details in the mouth. If they weren’t there, we would have a problem with consistency and quality. Not all characters are made the same, that’s why I put to much in the base. It give everyone something to work with and sets a standard.
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you used fake human models to make reference for something meant to be realistic? they’re definitely not to size, those are some fat fat FAT heads
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I’m more inclined to believe the multimillion dollar company (with groundbreaking technology in creating realistic human models in digital form) on what is sized right than the perspective of the human eye just looking at an image.
Of course I am not using real human images for body references because orthographic imaging cannot be done so precisely in real life. That and using real human references for bodies could just get weird.
I didn’t use some cartoony Pixar style human model generator, I used a realistic one. I have looked at it long enough to see it’s pretty accurate.-
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they can have all the money they want, they modeled some fat ass heads and im so sorry you don’t see it
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What matters is the technology and research put into it and they are a hell of a lot more qualified than you or I on human anatomy.
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okay but counterpoint
i don’t care about the technology or research, that’s a fatass head and everybody in this series is going to be a melon
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Yeah, but it is accurate and it’s no different than what I used in the past. Stuff I made on 2.0 shows that the body gains size over the head rapidly once gear is put on top.
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how long is this going to go for please THEY HAVE BIG HEADS
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Free to see it. But factually incorrect.
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lame + tryhard + militard + use sfm + paragraph im not reading
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Pff. I wish I had the will to use sfm and be a tryhard.
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wait you weren’t supposed to go with it
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Well I can’t deny all of that stuff.
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i lol’d
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Posted this recently. Kinda the final bit of stuff to release for Episode 4.
Just a compilation of all the details I could remember adding in the animation.
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Yeah. You would probably have to make movieclips to replace the last to keep animating.
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I like the angles and all that being messed around. Theres some clear problems with scaling where the magazine looks massive. The movement is solid though. I like the potential in it. A little choppy in some places but already pretty good.
Lastly the racking the bolt from the front of the mag is painful to see. It should be from under since the range of the arm is only so far. -
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Current way to dodge that, just move the character into a movieclip and the layering disappears.
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my dude over here making dentist-accurate teeth like he about to get a retainer mold taken or smth
Lmao. Just taking another step forward in detail.