How to Make a Dragon prt 3 - Coloring

Mindwatering Incorporated

Author: Abigail Black

Created: 11/04/2015 at 01:09 PM



We left off finalizing our sculpting. Doesn't our dragon look nice? But it's not quite done yet.

Before we color our dragon, we need to give it its wing membrane webbing.
Go into Edit Mode.
Switch to cube selection Edges.
Zoom into one of the wings, specifically the wing thumb.
Alt+Right Click to select all of the edges along a line around midway along the thumb:

Hit Z
Hit C to bring up circle select, and hold down the mouse roll bar to deselect.
Deselect all edges except the ones that will be participating in the membrane (from the thumb to the first joint in the finger). You should end up with something like this:

Hit F to create a face.
You should end up with this:

We can't leave it like this. Go one layer down, and do the exact same technique as above until you have this:

Hit F.
Select the four corners of the edges like this:

Hit F.
There's one membrane. Check the faces. If one is reflecting the light in an odd way, here's how to fix it;
Select the face.
W > Flip Normals
Continue with the webbing between the next two fingers:

Hit F.
Continue webbing the wings following the steps executed in the first section above.
HINT: To cut down on time and create the webbing twice as fast;
B and box select directly down the middle so the left side of the dragon is completely selected.
Add Modifier > Generate > Mirror
Clipping checked as active
With mirroring back on, your work will be completed twice as fast. Remember to switch to Object Mode before you hit Apply on the mirror modifier.
Your end result should look something like this:

You don't have to make the base of the wings this width. You can extend them further down the body, onto the tail, or even crop them so short the webbing originates from the base of the wing arm itself.

Now that our dragon is technically complete in body shape, we can start coloring it!

Go to Object Mode
Right Click the dragon
On the right sidebar, select the circle in the gadget bar:

Select New
Under Diffuse, hit the color bar and select the base color of your dragon. Mine is going to be a nice light blue:

Under Specular, turn down the intensity completely. This will make the dragon not as reflective of light.
Now, go into Edit Mode. You might experience severe lagging thanks to all of the vertices in the mesh.
Use Face Select
Hit C to circle select
Hold Left Click to select; use your roll bar to resize the circle
Select all of the faces that will make up the color of the underbelly;

Go to the Materials tab.
Hit the + sign to the right of the material window
Hit New
Select your underbelly color in the Diffuse. The underbelly should be a little lighter in hue than the body.
Hit Assign
Hit A to deselect all
Now, I'm going to make the dorsal stripe, which will use the exact same technique as for the underbelly.
When I'm done, my dragon looks like this:

I'm going to color the membranes of the wings a nice purple color, like this:

And the horns and talons a deep gray:

The inside of the mouth:

Followed by the eyes, but we'll have some extra steps for those:
Go to View>Right
Hit Shift+A Mesh>UV Sphere
With the sphere selected, go to View>View Global/Local
It should now look like this:

Hit R, 9, 0 in that order, to rotate 90 degrees.
Go into Edit Mode.
Go to View>Front
Go into Materials, and make the sphere a color. I choose green.
Using C to mass select, select a small section and, making a new material, color it black.
It should now look like this:

I'm leaving the planes perfectly visible, to give the eye an insect-like look.
Hit Shift+A
Armature>Single Bone
Go to View>Right
In the right side bar, you should see two new tabs. Select the one with the body image, then check the box marked X-Ray. This will make the bone visible everywhere, and nothing except other bones can obstruct it from view. Move the bone in front of the pupil of the eye and scale it down. What you have should look like this:

Select first the bone if it already isn't highlighted, then use Shift to select the eye.
In the right sidebar, click the tab with a chain. In Add Object Constraint, select Track To.
In the Target field, select Armature. In the Bone field, select Bone.
This will make the eye jerk in an entirely different direction, but that's normal. To counter that, select the eye, go into Edit Mode, select all, and rotate until it's in the right position again.
Now, when you move the bone, the eyeball will follow, 'looking' wherever you move the bone.
Select both eye and bone.
Go to View>View Global/Local.
Hit S, then scale the eye and bone to an appropriate size.
Move into the proper position in the head. Rotate as needed.
The end result should look like this:

Hit Shift+D
Use the green arrow to move the duplicate eye to the other side of the head. Position as needed.
Now, since all of the main colorations have been completed, it's time to move on to giving our dragon a skeleton.

End of Coloring a Dragon Mesh

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