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 part 6, I go over a few more tricks on baking, and go ahead and add a “jaw open” shapekey so we can see inside the mouth. Then we jump into Photoshop to do some cleanup on the texture.