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 ninth and final part, we go into some different lighting setups, and then jump in and do a walk cycle for this quadrupedal creature. I then briefly go over the Non-Linear Action editor, and we do a head side-to-side motion as the walk cycle loops.