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Functionality
I want to start this entry talking about a band, why? because this band reminds me all of the fear I used to have to technical stuff when I was getting inside into the 3D concept world, the name of the band: Animals As Leaders, personally one of the most technical bands in the world, but their music always shows me that there is beauty in technical procedure and technical skills to achieve a complete piece of art with the most important thing inside of the visual concept world, and that thing is called "Functionality" and I promise this blog post will be more short and less boring. Let's go straight to my point.
In this savage speed behavior I acquired running this challenge I decided to stop myself a bit and turn down a bit the detail quality of several sculpts and start to clean the dust on my technical knowledge, like UV map, topology, and much more scary technical procedure to turn your idea into a game ready character, object, landscape and so on. Several beginners avoid these path at the beginning and that's good, I know how much beginners turn their back into the 3D world just because they have fear of the technical stuff, my process was kind of hard to attach into my abilities, because when I was getting into this I decided just only to do this for artistic "purpose" and have "fun" but at the end of the day I was with something not very useful, and I decided to give a chance to the scary things inside of the 3D career, and it turned to be that getting into topology, UV and other tech stuff my sculpts and concepts was starting to get a more incredible finish, when it's about hard surface, a good and well optimized topology is everything and I know I said that this time this blog post it's gonna be less boring but I'm making my best. Next on the test:
This week I decided to use "polypaint groups" or something like that, and I had almost a year that I didn't use that technique, but this time is back and is giving me amazing results, just with paint and the amazing algorithm that Zbrush offers. Turn on only the RGB button and in the color palette chose a contrast color compared with the matcap you are using and paint on it.
After working in the line work, I went to the pluging and press the magic button to turn all of the mesh with this colorful polygroups and stylize with clean shapes the whole sculpt. Just press Border button to generate the polygroup by polypaint divisions. Located in the Zpluging window
But better than the magic of the polygrouping there is the topology, this time I used Zremesher, very easy and responsive to reduce time and spent it doing other things, I still respect doing the retopo by hand, but this time I'm very satisfied to get and it leaves me tons of free time to work in the UV map and the rest of the scary stuff. Keepgroups always on and turn to zero the SmoothGroups to save your shape and then just hit the Zremesher to generate a much more optimized topology.
After the tech stuff I decided to play a bit with the Curve Frame Function and to learn about structures a bit.
Conclusion
Making the promise true this is the end of the blog post, next time I'll show how I make UV with Zbrush pluging, is very fun and useful, I know is not the best but for the speed that I need to finish this challenge the software (Zbrush) is delivering me all that I need to still get fun doing what I love.
Til next Friday.
365daychallenge at https://www.artstation.com/thr_bhld and https://www.instagram.com/thr.bhld