Tech Golem... Maybe? / by Andreas Kopriva

Hello everyone! 

I tried to mix it up over this past weekend while trying to recover from being quite ill the past couple of days. So as I was wasting time scrolling through the social media, compulsively feeding that addiction and abating that fear of missing out on something that is still unknown to me, I saw a random picture of a stranger and thought : 

'That might look ok as robot golem type of thing' 

Zbrush was launched, booleans were forced and over a couple of hours I got to exercise some hard-edge modeling, which is something that I have little experience in, though I've been meaning to look into it for some time now, because mechs. 

Check it out, leave me comments if you like this type of thing, and stay tuned for more stuff in the near future. After the following renders I go off on a bit of a self-reflective rant in terms of the creative process, so if you're into that, it's there for your amusement!

All is chrome and reflective because mech/cyborg law dictates ir

Unless its matte which can also be nice

 

Self-indulgent analytical tangent section

The main thing is that I don't really have much of an agenda or even a focus or style. I try to mix things up fairly often and go out of my comfort zone at every given opportunity because I have noticed that its probably the best way of developing as an artist (the definition of which is something that I'm still struggling to determine). By diversifying the subject matter, the methodologies employed, the mediums used and the references gathered, I find that a person becomes more... 'whole' in a way. More open and in some way more creative, primarily due to having a larger library of references and experiences to draw from when trying to solve a particular problem. 

The above explains the general thoughts I may go through when starting something, which can pretty much be summarized by 'I'll give it a shot... it'll probably be rubbish but that's ok'. That's another thing that took me some time to properly digest and even longer to actually start doing. 

It's ok if one's first attempt is mediocre/bad. Failing to represent what's in your head through your particular medium is how you get better at creating that link and feeding that connection between thought and act, to the point where they're co-dependent. The thought creates the artifact, while also the process of creating feeds back into the thought. 

SImultaneously, I'm also considering product. As I'm trying to explore the possibilities and extents of production and prototyping, I'm trying to think in advance of stuff like overhangs because those won't print well. Or overcomplexity because that may not show up in the final print. 

By considering that, I end up making design decisions that would affect my deliverable. Like for this little guy, I'm thinking a 10cm bust. At that size, stuff like the texture on the screwbolts is probably not gonna show up, unless I print at 25μ which would result in a 30hr print time. As such, instead of spending time worrying about bolts and fine details which won't show up anyway, I'll spend more time on those larger shapes which define the silhouette. The flow of the overall model. The architectural style of its construction. 

At the end though, it's something that I spent an afternoon on and thought it kinda looked cool. I'll probably do more hard-edge stuff in the near future as it was a refreshing change from the more organic flowing stuff I've been doing lately.