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Chapter 02
The Next Step Into Imaginary Creature Anatomy
Chapter 03
Design Process, Bone Structure & Skin Texture
Chapter 04
Head Design, Eyes and Construction of the Mouth
Chapter 05
Body Structure, Body Variations, Hands & Feet
Chapter 06
Colours, Patterns and Final Renderings
Chapter 01
reference library
Chapter 01 Creature concept Design
The Series
Over the course of this series what I’ll be
discussing is a huge array of information and
a breakdown in the construction of conceptual
design with regard to creatures. All areas of
creature design will be touched upon, providing
you with the necessary information to create
your own unique concepts from scratch. This
series is going to be set up not as a step-by-
step tutorial, but as a much more informative
guide into the philosophy behind the make-up of
an imaginary creature. Each lesson will touch
upon a specific important aspect in what makes
a great creature over just your average creature.
I’ll even provide a little advice on what to stay
away from, in order to steer clear of what makes
a creature a bad design or just dull in general. or what would be considered thinking “outside or even magical creatures (which are endless in
the box”. There really are no limits to what is the limitation of ideas).
Over the six chapters, you’ll gradually obtain a considered a conceptual creature, there are only
reference library stretching from the basics in distinctions between naturalistic designs (which Introduction
animal anatomy to much more complex ways of are generally more plausible designs based What we’re going to cover here are the basics
exploring what is actually possible and plausible, upon rules) and what would be considered alien for all creature design, discussing relative
anatomy to that of Mammals, Fish, Insects,
Dinosaurs, Vertebrates and Invertebrates. I’ll
be referencing some of the families of existing
animals as well as extinct species and the
relationship of varying sizes, from something so
small as an organism to that of a Sauropod or
Giant Whale, and how they all fit into designing
an imaginary creature. It’s important that we
understand how animals move, eat, breathe and
live and why they do these things each in their
own distinct manner.
A Breakdown in
Taxonomy
In order to understand what is possible when
creating your own designs, you should equip
yourself with the knowledge and understanding
of the entire animal kingdom. You may even a backbone or spinal column). Most of the even seahorses! There are some exceptions
include flora such as trees, bushes, plants world’s species consist largely of invertebrates. to the cold-blooded character trait, concerning
and flowers, since they are living organisms, A Class consists of all animals that fall within certain species of shark, tuna or swordfish that
but creature designs will chiefly consist of the a specific design and are alike in more ways can raise their body temperature.
animal kingdom and flora would follow as a than one. The five most well-known classes of
separate category of reference. There is an vertebrates are mammals, birds, fish, reptiles An Order is the classification of animals more
organisation to all living things which includes and amphibians, followed by the invertebrates closely related in terms of varying families with
the Kingdom, Phylum, Class, Order, Family, including insects, crustaceans and arachnids similar physical attributes. An example of this
Genus and Species. This kind of pyramid (Fig05). would be the order of Rodentia (Rodents),
breakdown was created by scientists and is including species such as Mice, Beaver, Rats,
known as taxonomy. It’s used as a way to Fish (Fig05 - Wolf Fish - Vertebrate - Fish) Squirrel, Moles and even Porcupine.
classify and categorise the different types of are cold-blooded aquatic vertebrates covered
species so that you may trace their genetic in various types of scales. They range from The Family division of animals pertains to a
evolutionary roots back to their origins. fresh water to salt water and deep sea species. closer related group defined by similar physical
They are characterised by the fact that they traits in design, such as Felines, which would
The Kingdom consists of all living things that live in water through the use of gills, breathing include Lions, Tigers, Cheetah and even house
have a need to feed on organic matter. A oxygen through form of filtration. They are not cats. A genus would then break the family
Phylum consists of animals that share the considered biped or quadruped, nor are they down into categories of species with similar
same body plan which would be broken up tetrapods, but they use pairs of fins – if any – and common characteristics. An example of a
into divisions of vertebrates (animals with a and finned tails to move through the water. The genus would be “mice”, including all the varying
backbone) and invertebrates (animals without term ‘fish’ can stretch from sharks to rays and species of mice but not including species that fit
of limbs, segmented bodies, exoskeletons, and harvestmen. Spiders are capable of account all the different species and variations
stingers, antenna, pinchers and wings of all spinning webs and injecting poison through of muscles and bones between each class of
types. Insects can contain poisonous glands, large mandibles. The biggest distinction mammals alone, you’d be studying bones and
such as a honeybee or a giant centipede. between insects and arachnids is that insects muscles forever! You just need to understand
Insects are generally small but they usually work generally have 6, 3 or more than 6 pairs of the basic dominate portions of the skeleton,
in large colonies, making up for their size. They legs. Arachnids have 4 actual pairs of legs and how the muscles wrap around those areas, and
can be carnivorous as well as herbivores, and usually 2 adapted pairs for feeding, defence and how they bend during movement. You can take
some species of butterfly feed on nectar from sensory perception. Spiders feed by sucking a look at bipeds and quadrupeds or tetrapods
plants, pollen, tree sap, rotting fruit, dissolved the liquid out of their prey instead of feeding on and see that the most dominate bones are a
minerals in the ground, and even dung! They chunks of the body. They also contain multiple constant from one animal to the next, but they’re
make up the most diverse group of animals on sets of eyes, unlike most insects, and they do just slightly altered in size or where they are
earth with over a million species! (Fig09) not contain antenna or wings. placed. For example, if you look at the bone
structure of an extinct dinosaur, like a Sauropod,
Spiders (Fig09 - Spider - Invertebrate - Bones and Joints compared to a modern day animal, like a
Arachnid) are similar to insects; they contain You don’t need to be an expert, trust me; if you Giraffe, there are still a lot of similarities – and
numerous pairs of limbs – usually 4 pairs had to memorise or know the name of every even similarities from that to those in the human
of jointed legs. Mostly terrestrial, they are bone in the skeleton of an animal it would take a skeleton!
comprised of spiders, scorpions, ticks, mites very long time! Not only that, but if you take into
Buffalo. I want to show you how you can taking away some of the weight in the stomach In order for it to feed after the additional length
change things like the length of the Cervical region. I also slightly adjusted the shoulder made to its legs, it was necessary to lengthen
(Neck) or the height of it’s Thoracic Curve on the hump or dorsal vertebrae portion near the upper the neck. Finally, for the tusks to make sense,
Vertebrae (Dorsal back bones in the lower neck back, while adding extended tufts of hair to the addition of heavier fur was added to portions
and upper back region). Some additions to the its mane in the neck, chest and back. Other of the coat so it can survive lower temperatures.
design, in the shape of its horns and perhaps areas that were changed included inverting the This can all be pushed further and played
a few adjustments to the Caudal (Tail) and the ears, removing the horns and extending the around with more, but this is where we’ll leave
Ulna (Forearm), Femur (Thigh) and Tibia (Leg mandible to be utilised as tusks for foraging off for now. Check back in for Chapter 02 for a
Bones) (Fig11 - Manipulated - Mammal - Water during snow seasons to find vegetation and continuation of Creature Design 101.
Buffalo). other food sources. These extended tusks are
also used during mating battles and defence Mike Corriero
I wanted to show you how adjusting various from predators. In addition to physical changes, For more from this artist visit:
appendages and characteristic features of some stripes and patterns were made to the fur. www.mikecorriero.com
an existing animal can create what would be These variations on the anatomy of the original Or contact:
considered a naturalistic creature. I lengthened Water Buffalo really make a big difference in the mikecorriero@gmail.com
both the neck, the forearm and hind leg while overall nature behind the habits of this creature.
Creature Design
Process 101
Over the course of this series what I’ll be
discussing is a huge array of information and
a breakdown in the construction of conceptual Over the six chapters, you’ll gradually obtain a
design with regard to creatures. All areas of reference library stretching from the basics in
Taking the next step
creature design will be touched upon, providing animal anatomy to much more complex ways of
into Imaginary Creature
you with the necessary information to create exploring what is actually possible and plausible,
Anatomy
your own unique concepts from scratch. This or what would be considered thinking “outside
series is not going to be set up as a step-by-step the box”. There really are no limits to what is
Introduction
In Chapter 01 we discussed the Animal
tutorial, but as a much more informative guide considered a conceptual creature, there are only
Kingdom, the various types of animals, the
into the philosophy behind the make-up of an distinctions between naturalistic designs (which
families they fall under, and how they differ from
imaginary creature. Each lesson will touch upon are generally more plausible designs based
one another. I finished with a quick manipulation
a specific important aspect in what makes a upon rules) and what would be considered alien
to the anatomy of an existing Mammal to show
great creature. I’ll even provide a little advice as or even magical creatures (which are endless in
you how all creature design derives from the
to what to stay away from, in order to steer clear the limitation of ideas).
study of real-world life-forms.
of badly designed, or generally dull creatures.
exist. You can mix and match portions of animals, although it’s important to make sure that they
blend well together. You don’t want to just slap the head of a tiger onto the body of a fish, because
while mythology boasts gods and creatures like that, in reality it wouldn’t flow well. It is possible to
give a fish-like creature distinctive features that would resemble a tiger’s face, but you need to keep
in mind how the eyes work under water, how it breathes under water and why a fish contains scales,
not fur. So when you mix and match aspects of one animal with another, remember what is actually
plausible and what defines the class the creature falls under.
Classes of animals that share similarities in reproduction, such as laying eggs (Birds, Amphibians
and Reptiles, and as a sub-category: Insects, Crustaceans and Arachnids), will often share other
features too. The three classes of invertebrates are closely related in their biological designs,
consisting of multiple body parts and exoskeletons. Birds, Reptiles and how animal anatomy works, it was not referenced from either of those
Amphibians also have similar body traits, so mixing and matching their animals. Its body construction consists of a hip bone and shoulder blade
limbs, skin textures and features is a good idea. In retrospect, it has that are more or less at equal height, a lengthy abdomen, and a short
already been mentioned that birds and reptiles are close in relation to neck with generally short legs. This, along with the spiked vertebrae on its
dinosaurs, as well as amphibians. So think of creature design just as you dorsal hump (01), are all designed for protection in a defensive form. The
would a step in evolution! spiked vertebrae protect the back of the neck from predators. The tufts of
fur on its forearms (02) help keep those thinner limbs warm, while also
Another class that shares reproductive traits are mammals, who carry their acting as a bit of a shock absorber and soft padding when it lays down.
young within the womb until they are a strong enough to enter the world. The tail, which very much resembles that of a horse (03) is there to help
There are exceptions of course, such as the kangaroo or Tasmanian balance during running and it also serves to cool the body down and fend
Devil, where the baby leaves the womb when they are no bigger than off annoying insects. It’s important to think about why you’re incorporating
your pinky. Some species of mammal, like rodents, keep their babies in something into your design, even if it’s simple decoration. Think about the
nest until their eyes are open and they start to grow fur on their pink skin. skin texture, the body height, the strength of the animal, where it stands
Usually larger mammals give birth to their young out in the open and the on the food chain, how it defends itself, how it reproduces etc.
young will be capable of walking and even running almost immediately.
This is also something I will go into more depth about in the later parts of
There are certain measures to be taken when thinking about the this series, so I’ll just cover the basic reasons behind the design of the
proportions of a creatures anatomy (Fig.01). I will go further into this in the face now (Fig.02). It’s very important that you think about the construction
later parts of this series, but I want to point out how they affect the overall of the mandible, how the jaw will manoeuvre, how the teeth, tusks or top
nature of a creature. In this design you’ll notice that the overall body and bottom portions of the muzzle will connect when opening and closing.
shape resembles something of a warthog or a miniature pony. Although (01) First and foremost, the teeth consist of incisors (which are at the front
every area of this design was conceived through the understanding of of the jaw), molars (which are at the back) and canines (which are usually
other means of defence. (04) In the current state stinger until it is capable of reproducing another It creates a nest underground that is lightly
the sack is half full. membrane. If cornered the creature will continue covered with dirt and a poisonous species of
to face its rear toward any predator, lifting its plant (03) is placed nearby to ward off any
In Fig. 07 when the creature is startled, or stinger as a warning. herbivores that might trample the eggs.
feels threatened it will quickly disperse a fowl
and very powerful gas that fills the sack to a Striving for something between the Jurassic (04) Its three pronged beak can produce a
large bulbous shape (01). This thin membrane and the modern day birds and dinosaurs, this deadly wound acting more like downward facing
is capable of stretching to an enormous size creature contains elements of both with a few tusk or large canines. (05) It is also equipped
until it bursts and releases the noxious gases conceptual twists in its anatomy (Fig. 08). A with rear facing horns to defend and protect the
inside allowing the critter to quickly scurry off, large bipedal bird of prey, containing large back of its head and neck during attack. Adding
unharmed. talons on the ankles of its feet and a deadly yet another means of attack and defense, I’ve
fork pronged beak, this is a dangerous species. given it a tail reminiscent of a dinosaur or lizard
(02) In addition to this defence, once the sack (01) Like its ancestors and the inspiration for containing a split spike ended tip. (07) It also
has burst it is still equipped with a poisonous its design, it is an egg laying creature. (02) has two small, vestigial limbs much like a T-Rex.
These are used to help it up when its lying on its lower to the ground. (03) It’s nasal cavity is split relate to real-world animals, and also why there
side, if knocked down or sleeping, as well as for into three sets of nostrils each leading to distinct needs to be clear reasoning behind your design
clasping on to prey during attack. sets of lungs to conserve oxygen, allowing it to choices. Check back soon for the next portion of
breath in and out of one set while it stores air in this series, which will focus on walking, running
It’s clear that this species is based on a genetic the others. (04) A pair of long, thin antenna-like and skin texture diagrams.
lizard (Fig. 09), but there are additions that set appendages act as extra sensory limbs which
it apart from true reptiles or any existing lizard. are also flickered in a quick back and forth Mike Corriero
(01) It’s an egg laying breed, usually small motion to ward off predators and confuse them. For more from this artist visit:
soft-shelled eggs in groups of three to six which (05) Usually the most vulnerable parts of any www.MIKECORRIERO.com
are hidden in grass covered nest (02). Setting animal, the back is lined with an extremely tough Or contact:
it apart from modern day lizards, it has the scaled and spiked hump leading down to a mikecorriero@gmail.com
body structure of a mammal, with short nails or thick powerful tail. (06) To set the creature apart
hoofed-like toes split in sets of two and three from any reptile or dinosaur, it contains a pair of
toes. Longer legs are designed for an upright mammal-like ears for extra sensitive hearing.
running position, unlike the sideward motion I hope information in this part of the series has
and position of lizards legs, which are generally opened your eyes as to why it’s important to
Introduction
In this portion of the series I’m going to discuss
and give some insight into a quick design
process for producing a group of thumbnail
sketches and refining one of them. Next we’ll
move on to a quick discussion on weight
distribution and how the size of an animal or
its design structure affects how its body plan
is laid out. I’ll go more in depth about skeletal
structure but this time focusing on a fictional
creature and taking that to a final design,
leading up to discussions about texture. You’ll
see two final designs and be given information
about the texture choices and how both
chapters 01 and 02 have led up to producing
designs of this nature thus far.
01: Thumbnails
With the knowledge you’ve obtained about
animal anatomy, animal classes and bone
structures, you can pay more attention to
proportions and design elements at this
thumbnail stage than worrying about how
precise the drawing is. I’ve quickly roughed out
eight sketches without a lot of thought given
to each. More time was spent on varying their
body structures and the overall choices made
to mix and match varying species without really
producing any similarity to a known animal
(Fig.01).
03: Defined
Taking one of the previous thumbnails that I
liked I’ve just begun refining edges, rendering
out some parts and adding a bit of texture. It
resembles an insect but not one specific species
that comes to mind. This is a combined mixture
of my knowledge and memory of insects I’ve
come across in life, seen in movies, or viewed
pictures of in books. It has a small resemblance
of a cicada in the face, but unlike most insects it
has more than one set of eyes which would put
it somewhere in the class of arachnid; however
it only has three pairs of legs, two of which are
for walking. So you can see how this creature
can resemble an insect, but it doesn’t contain
the specific traits that insects or arachnids are
made up of. It’s a type of hybrid which could be
taken much further in exploration of its mouth
and eating habits, as well as its walking cycle Once you have a design that is more defined, you look at nature, you’ll notice the smaller
(Fig.02). try working out the concept from a couple other an animal or insect is, the less gravity and its
angles, taking into consideration the width weight affect the construction of its body type,
04: Conceptualizing a design and coming up from a front view and how the limbs will bend. mostly in the leg region. Something small like a
with something that works and is interesting to Explore it further by producing a few drawings bird can have a much larger body compared to
look at comes through the process of a phase with its mouth open, or it performing some sort the thickness and length of its legs. You’ll find
of redesign and refining variations of what of action. These don’t have to be detailed but birds that have very long necks and a thick rib
should be kept and what could be changed. they will help you understand what is working cage but their legs are long and thin. Birds in
Try producing a set of thumbnails of a similar and what is not. Scratch the useless parts and particular can have such a design because their
design, each with a few distinct changes. Take take a look at some references, or produce bones are full of hollow cavities and very light,
the one that appeals to you the most, which some additional concepts fixing the problem and their legs are capable of handling the vast
is more easy to see at a small scale. If it’s areas. difference in proportions. Lizards, especially
interesting and works at a small thumbnail sized smaller types, will usually have shorter legs
scale it will most likely work at a larger scale, 05: Weight Distribution that aren’t very thick or large compared to the
too. It’s the overall silhouette that is important and Size size of their overall body. This is because, in
in this case – the easily identifiable shape or The size of a creature needs to factor in a lot general, they don’t have a massive amount
outline. of rules, in regards to how its weight is handled of weight pushing down on the legs and their
and how it is distributed and supported. When bodies are constructed so they aren’t resting
two different classes of animals and combined creature so the bones of the legs were to be The neck was designed to be very thick and
the body structures of their bones to create a thick and strong. Keeping in mind the weight muscular while also giving it a large stomach
fictional creature. The only reference I had was distribution rule, I kept its leg length from the and a thick plated tail. These are things you
the knowledge of the previously drawn cow forearms to the hind legs at a rather short can’t quite discern from just looking at bones,
skeleton and the drawings I did of the pictured distance, even though the length of the legs not unless you’re some type of specialist in
water buffalo and the anole lizard (Fig.04). from hip and shoulder aren’t quite that short. that field. So you have to use what you know
of animals in our world based on size, class
In order to create a believable fictional creature 07: Colour and Skin and existing skeletal anatomy to construct the
from skeleton to fully rendered colour and skin Texture muscle and skin (Fig.06).
texture, it’s sometimes very helpful to base Having used my conceptual skeleton design
the bones off of what you know (Fig.05). The I’ve outlined a rough silhouette to fit the type Now the texture and extra little elements, like
design of this fictional skeleton is based off of of creature I’m constructing here. It’s going the thin rear fin-like anatomy, are things that
the head of an iguana, although modified in to largely resemble a dinosaur because of the are completely up to you as far as a creature
various ways of length, thickness and bony iguana-like skull and the tail design. You always concept goes. Just because it has a head
spikes on the skull. The body is modified need to understand that the actual muscles and and body structure that resembles reptiles and
slightly from that of a cow and given the addition shape of a creature will be based off of how its dinosaurs doesn’t necessarily mean it has to
of a dinosaur-like tail, while the vertebrae were bones are constructed, but there will be portions have the same skin texture! Just for simplicity’s
modified to fit the new back structure of my added that don’t read visually from bone to skin. sake though, I’m going to go with the reptilian
creature and its tail design. The legs were a The muscles define the thickness of legs, neck, scaled rough skin look. Something that is
combination of mammal and dinosaur, though tail and overall body shape, giving off a different important when applying any type of texture
I largely kept in mind this was a rather big feel than just looking at its skeletal system. is to remember it’s a texture, not a pattern,
Usually, if you choose to provide your creature with scales like I did then it
tells you it’s a cold-blooded animal that may or may not fit within the reptile
class. It could also fit in the fish class or hell, who knows, maybe they
are a rough-plated exoskeleton and it’s some form of arthropod? It’s up
to you to decide what would fit with the design of your creature best. (01)
You can see here that, although this isn’t a texture, it would more likely some areas, and changing the shape or direction of other scales, like the
be an appendage or extra element to the anatomy, like horns; however a pointed portions. (03) For the overall body, the scales vary in shape and
bumpy texture like this can serve as a thick form of lizard skin or a spiked size as they spread from nose to tail and those different shapes increase
hide for the creature. (02) In keeping with the imperfections, this helps to in size on larger, more bulbous parts of the anatomy like the neck,
pop out a few scales or bumps by increasing the shadow and highlight in stomach and thigh. These scales aren’t highly defined but flow more
Introduction
The head of a creature or an animal is the most
complex portion of the overall concept. The
head is very important because it contains the
essential elements that the creature needs
to survive, show emotion and it also builds
character. Some of the most vital organs, such
as eyes, ears, the nose and mouth, make up the
head of a creature. It’s through the manipulation
and plausible construction of these elements
that you give life to an interesting design.
The eyes alone can tell you so much about a
creature, so I’ll be discussing that in part, along
with the construction of the mouth; what makes
up the mouth, how the teeth are generally
situated, plus a few quick instructions on how
colour and the shape of elements can change
the overall appearance of a creature, whether it
be good or evil in nature.
01: Warming Up
A simple way to effectively produce some warm-up sketches without
wracking your brain too hard is to use the mirrored effect of a front view.
There isn’t a lot of preliminary thought put into these designs and half
the time I don’t know what will come of them until the flipped copy is
connected and then refined. It’s possible that you can sometimes find a
great design this way, and if not you’ll at least learn a few things. This is
really just a warm-up and a way to open up your mind to new possibilities
and ways of designing. You’ll notice how the heads from 01 to 06 are
comprised of designs with and without ears, variations of eyes and
teeth, as well as varied types of nostrils. Number 05 shows me a strong
silhouette and an interesting layout in proportions and concept. Though
it’s a quick mirrored design, with a few modifications and more work it
could turn out to be the gem of the bunch (Fig.01)!
(01) The cheek bones in a lot of animals are very visible, much more so
in some than others. In creatures you can really push the cheek bones
around to give your creature a creative look. They surrounds the ocular
cavity or the eye socket (06). The eye socket contains muscles and
tissue that holds the eyeball in place, and it’s the large cavity opening in
the skull where the eyes would be placed. You do not need to include
a nasal cavity or nostrils (05) in your creature design, but you can also
add multiple cavities in this area to provide a more interesting nose. The
additional pairs could each be used for separate purposes. Leading up
towards the forehead from the nostrils is the bridge of the nose (02). The
bridge of the nose is an extension of the nasal cavity which leads back
down into the mouth, which allows a creature to intake air through the
mouth or nose and breath out or vice versa. (03) This is a prehensile
split upper lip, to help with easy grasping of foliage, twigs and other food
sources.
(03) Molars are unique to many different species of animal so they can
appear in many different shapes and sizes, as well as the amount and
spacing. The most complicated teeth are used for grinding food into
smaller bits, in order to make swallowing easier. They are located at
the back of the jaw and grind the food in a side to side jaw motion. The
(08) The inner muscle of the cheek, connecting of tasting favours; it’s capable of manipulating sheering of various food sources, not meant for
the upper and lower jaw, is stretched out at and moving the food around to be chewed grinding like the molars. (12) Finally, here’s the
this position of the mouth opened wide. (09) and swallowed. (10) An empty space of gum large lower lip, capable of a flexible amount of
The tongue is a muscular organ used for a lot in between the canines allows for the larger movement (Fig.06).
of different purposes: it enables the ability of upper incisors to fit comfortably. (11) Here’s
07: The Pupil design of
the Eye
The eyes of a creature can be varied in the
form and shape of its extension, as well as
the shape of the eyelids and outer lining of the
eyes. However, focusing purely on the actual
pupil and iris of the eye there are thousands
of possibilities which will drastically affect the
nature and appearance of your creature. The
eyes contain so much personality and mood that
it’s an important decision in design.
Created In:
Photoshop
Introduction:
The focal point of this workshop will be on
the variation between body types and body
structures. Each design can be categorized into
their own distinct body structure, each with their
its own sub-category in which the creature can
own unique skeleton and muscle design. I’ll be
01: Thumbnail
contain a similar body type but the structure may
discussing the ideas behind a group of concepts
Silhouettes.
differ from one to the next. An example of this in A silhouette can tell you a lot about a unique
I created, mainly situated around the body and
real life would be Apes, Monkey’s and Gorillas. body design. If the design in a small silhouette
some discussion about hands and feet.
They all follow a similar body plan but each have scale doesn’t seem very appealing or interesting
and overall just seems bland and flat it might
not work out so well as a finalized concept.
You can see in some of the designs especially
with the inclusion of the line work that a few of
these have really stepped far away from any
ordinary animal body type. In the final portion of
this series, I’ll be discussing and showing you
designs that step out of the box similar to a few
of these thumbnails. However for now the more
important aspect is to study the body and what
you can do to play around with putting your
knowledge of anatomy and conceptual shapes
together. (Fig.01)
horn. The extended neck and humped back that the weight of those horns and its head need
stabilize it’s height allowing it to feed on tree to be counter balanced by a stronger neck,
04: Obese Creatures.
( Fig.06 and Fig.07) You’ll notice in both these
tops and other sources of vegetation. This massive shoulder and hip bone and short strong
concepts that creating an obese creature that
shows you two examples of one body type and legs to distribute the weight. (Fig.04)
is both wide in girth and surrounded by body
the varying body structures that can come out of
fat overall restricts the design to shorter legs.
it. (Fig. 03) Following the same body type but with a
You could provide it with longer legs but then
different structure is a smaller scavenger. It’s
03: Lowered Heads and similar to a dogs body structure containing
it may not seem as obese as it would seem
06: Water
Invertebrate.
An invertebrate that lives in the water can take
many shapes. It’s practically the same as a no
gravity environment and you can just design
ways for it to hover, glide, float and swim
through the water. The design I have here is
similar to an octopus in the fact that it contains
8 tentacle appendages, a large head which also
serves as the stomach and a hard toothed beak.
Of course in this conceptual concept variations
take it away from your generic octopus but you
09: Original
Invertebrate designs.
What these three concepts have in common
other than being invertebrates is that they do
not follow a specific body plan found in nature.
They each break a rule by including traits that
come from various Orders or Phylum. (Fig.13)
Very closely at first glance resembles something
of a plant. It has what appears to be a spinal
column but is actually a segmented exoskeleton
grounded by numerous flexible little limbs. The
large bulbous head contains all the vital sensory
THE SERIES
Over the course of this series what I’ll be
discussing is a huge array of information and
a break down in the construction of conceptual
design in regard to creatures. All areas of
creature design will be touched upon, providing
you with the necessary information to create
your own unique concepts from scratch. This
series is going to be set up not as a step by step
tutorial, but as a much more informative guide
into the philosophy behind the make-up of an
imaginary creature. Each lesson will touch upon
a specific important aspect in what makes a
great creature over just your average creature.
I’ll even provide a little advice on what to stay
away from, in order to steer clear of what makes
a creature a bad design or dull in general. Over
this six series lesson you’ll gradually obtain a
reference library stretching from the basics in
animal anatomy to much more complex ways of
exploring what is actually possible and plausible
or what would be considered thinking “outside step by step shots on the finalization of two indication of what direction you want to head in.
the box”. There really are no limits to what is fully colored, rendered and detailed creatures. It doesn’t have to be detailed but if you want to
considered a conceptual creature, there are only These creatures will have been put together by use the basic shape, just keep the lines clean.
distinctions between naturalistic designs (which using all the tools we discussed from chapters You can first draw out the shapes in pencil if you
are generally more plausible designs based 01 to 05. This final part of the series will wrap like and then use a pigment liner pen to outline
upon rules) and what would be considered alien up everything you learned and show you the actual shapes you want to keep. Rendering
or even magical creatures (which are endless in how to put it to use and what you can do with a concept can bring out the form of the design
the limitation of ideas). the information that has been provided. The and it can tell you more about how the design
Chapter 02 of 06 direction you take your concepts in is up to you might work, but color and patterns can bring that
from here on out. idea to a whole new level. (Fig. 01)
Introduction
This is the final portion of the series where I’ll Thumbnail and Rough Colors and Patterns
be discussing how color and patterns affect the Values You’ll notice here how a few design aspects
aspect of design and the original idea behind Starting off with a small thumbnail with some were changed or added but overall the concept
the concept. I’ll also be showing you a few simple line work can give you the basic overall is the same. The only major difference between
Base Color
Setting the sketch layer to Multiply you can
easily select the negative space, invert it and
then fill in a dark neutral color to begin painting
on top of. I try to keep the color somewhere
around a medium to dark brown or grey,
something that is not too saturated and easy
to lay color and highlights on top of. You can of pattern. In this base color you can notice how These are areas where the blood vessels show
see here that even below the sketch I started the areas around the mouth, the eyes, chest, through or joints are often used, bent and thin
working out some of the main colors and a bit elbows and arm pit are a warmer pink/red. skinned. Overall I’m keeping the base colors
close to the mid value range before applying any
real light source. The light source can change
what happens to the colors and shapes so we’ll
work on that next. (Fig. 05)
Color Palette
This color table will more or less define the final
result of the creatures color scheme. It consist
of cool and warm hues starting from the darkest
to lightest values. There is enough color here
to mix and match and blend colors to get the
desired result I’m looking for while the range
of hues aren’t all that different. They primarily
consist of blue/purple, orange/red, and yellow/
white. Those hues would be broken up into
shadows, local color and highlights.
The saturation of a color will not affect the value.
So if you take a hue and change the saturation
from dull to full strength it’s not going to affect
the outcome of how light or dark that value is.
Saturated colors are more often used in areas of
warmth or transition of light. Light itself doesn’t
necessarily turn out very saturated it’s more
washed out with the use of whites and yellows
to create a lighter value. White is the lightest
you’re done with a concept, just take a final look the series that you learned something about
and question how the creature would move, creature design.
how it would live and whether the bone structure
underneath seems plausible and correct. Mike Corriero
(Fig. 12) For more from this artist visit:
www.mikecorriero.com
That’s all, I really hope you all enjoyed this Or contact:
series or if you joined in at any portion of mikecorriero@gmail.com
Chapter 1: Day to Night Chapter 2: Sunshine to Snow Chapter 3: Storm Chapter 4: Fire and Smoke Chapter 5: Tips and Tricks