While I enjoy watching the dragon be sculpted, I took this opportunity to use these techniques and apply it to something I made from scratch. I am trying to follow through the professional workflow as much as I can. This entails sculpting something organic I drew rather than something that already exists (which I haven’t done before). I’d like to share some images that show the stages of my sculpt.
My main influences for this sketch was a cross between a metroid (metroid franchise), shoebill stork (stature), a graboid (from the Tremors franchise), and a vulture (for grotesqueness) .
Working from the single sketch, I blocked out the body and adjusted the mass accordingly.
However, I ran into a problem. The subdivision modifier made the face look more happy like a smiling toucan (I am looking for more gross than cute). Pushing ever more so in the opposite direction of appearance, the eyes made the character not too dissimilar to a Spore character (an earlier 2000s pc game). So I decided to change the face a bit.
I made the neck a little longer and turned its beak upside-down. This provided a more dreadful look than a happy one. I also placed folds of skin in various places by adding cubes with subdivisions (still separate objects).
After about a couple weeks of familiarizing myself with the application of sculpting techniques, I finally became comfortable with using the various brushes blender had to offer.
My final vision for this character from the beginning was to have it look more like a vulture. In the future, I may add some feathers, not to cover the the entire body, but sparingly distributed.
This process took me longer than it probably should have. It’s very warm where I live right now thus I have a hard time focusing on my work. However, it’s enjoyable. I look forward to adding features such as dust and dirt to this character after the baking process.