Series: Creating a Stylized Dragon – Part 3

In this multi-part series, I’ll be covering how to box-model a stylized dragon, making heavy use of the various sculpt tools. The texturing will cover creating tangent normal maps and using the “toon shader” to get a nice cel-shaded look. I’ll also go into some intermediate rigging with some nice animations; from walking to pouncing to flying. and finally we’ll look into setting up a good composition with props and lighting.

In this third part, I do some tweaking to the body, making it less cumbursome-looking and more muscular, add some fins to the tail, then go on to complete the hands/feet/claws, as well as build up the basic shape for the wings, which will continue in part 4.

Leave Comment

Discussion

24 Responses to “Series: Creating a Stylized Dragon – Part 3”
  1. Posts: 12
    holly says:

    Man, if only I had more free time, I’m still on the game engine tutorial.

    Enjoying watching them though, thanks.

    • Posts: 261
      David Ward says:

      look at it this way: at least you won’t have to wait on each episode to be released, you can watch them all back-to-back when you get there :D

  2. Posts: 13
    Graham Wiebe says:

    “hopefully the tutorial didn’t dragon”! haha.

    btw, nice job so far. can’t wait for the wings.

    • Posts: 261
      David Ward says:

      ah, puns are fun, aren’t they? :D

      yes, part 4 really brings it all together; it sort of resembles a lego creature (horse or something) in the end :D

  3. Posts: 10
    Trond says:

    Thanks, I like it. Learn a lot, and its nice that you always tell us what button you are pushing, that way we get it in to oure skulls, its easy to forget, if you dont model every day :)

    • Posts: 261
      David Ward says:

      if you don’t eatcha meat, you can’t have any pudding! :D

  4. Posts: 1
    Faceless Zombie says:

    My only crit is that the topology is kinda messy, are you going to retopo this?

    • Posts: 261
      David Ward says:

      you’re right, it is a bit messy, but as blubber dude says, i think it’s clean enough for our purposes.

  5. Posts: 71
    kram1032 says:

    The thing you wanted to show with concave quads:
    You need to make it concave in 3D, not in 2D :) – That’s why it worked. Despite the very distored shape, it still was quite flat ;)

    The shape already is a lot better :)

    The topology is quite distorted which might give you some of the shape problems you have…. You might want to first do a smooth-ish look and then add the stylized cubic…. style afterwards so the mesh doesn’t make that many problems with somehow compromising between sharp and smooth…

    • Posts: 261
      David Ward says:

      ah i gotcha. well i did finally run into the problem in part 4, so we’ll get to see it in action.

      i agree, and as i mentioned above, part 4 really brings it all together and we come out with a pretty nice looking model, if i do say so myself :D

      good idea; sometimes it’s better to get the basic shape finished up, then go in and add the details afterward, but other times it’s fun to just jump in and play around until it looks the way you want :)

  6. Posts: 1
    Igor says:

    Hi. I found your tutorial very helpful.
    It is built up very well and it is suitable anyway for beginners.

    It is the best tutorial a have seen on the web. I like this hard comic edges in your character.
    I can imagine to use this technique in human modeling.

    I am exciting, what you show us in your next tutorial.

  7. Posts: 3
    freedolin says:

    i like your tuts and i have one hint for your problem with releasing verts while modeling with proportional editing: ESC ! XD

    fr

  8. Posts: 5
    CamJ says:

    Whats great about this exercise is that the rule are going to apply no matter what you are making, behe dragon, behe cow, behe human.

    Thanks, learned a lot. I am using Blender more and more, is there anything it cannot do now compared to the big commercial packages?

  9. Posts: 3
    Varun says:

    One time when I opened blender, the proportional editting circle wasn’t there when I tried to resize the back half and legs of the body. Do you know how I might get it back?

      • Posts: 3
        Varun says:

        yeah, I can toggle the setting on the bottom, but the white circle over the model doesn’t appear and the proportional editting does not seem to have an effect. I have also tried resizing it by scrolling the mouse wheel while moving a part, but nothing happens.

    • Posts: 6
      T F says:

      The circle that denotes the falloff of the proportional editing mode doesn’t appear until you actually start using a tool, at least not when I use it.

      Press G or R or S to begin using those tools and it should show up. Sorry I’m a bit late to the party, but hopefully it’s still of some help.

  10. Posts: 6
    algo says:

    I did one, and was very good but can not show the image, but one idea was to have as a velociraptor with a horn in the middle (if August is spelled wrong because I’m from Brazil)

Leave a Comment

You must be logged in to post a comment.