My 2 Funbits - Designing creatures from within

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Doing another Funbit, although I'm not sure how big this one will be compared to last week. That one was pretty filled and complete with images and such heh. I'll try!

For those new, my 2 Funbits are where I talk about little bits, hopefully fun. Trying to have a bit of relevance to art, but I might not be able to guarantee that.
A collection of my previous topics and journals will be gather here: sta.sh/028sitnodw2v


Last week I had quite an interesting topic I believe, about Speed Paintings vs Time Lapses and their differences or confusions.
Trying to get close to that level, I'll try talking about something art at least. Although a bit ambiguous one perhaps?

Designing creatures from within, what's my goal with me choosing that? I'm hoping it can start showing different ways of designing something, to maybe help you go outside of the box. It's something I've done in the past to switch things up, to break me out of the way I designed creatures usually.
When I'm saying "from within" I'm saying go deep down to what makes a creature or most organisms with skeletons in this case. So let's get on that because there's also some other side reasons to it.

Proto. Codename: 4E3L XG.05 by AssasinMonkey
Although newer, this one is based on a skeleton and muscle design

The most common way of creature design seems to be from the outside, the way you would see it or perceive it. At least the majority of the time it seems that way and I'm also along those lines myself, often.
Artists might still do a skeletal structure, but more along the lines of proportions and poses so they're usually just straight lines or shapes. Because it's still important to know how the anatomy works when making one.
What if instead of going directly to the skin, you build up the body in a logical fashion.
Start with the base and work your way up from there. Actually designing every part of it, layer by layer.
It becomes quite technical but if you're making a concept or even technical design, that might just be part of it.

One Cycle in life by AssasinMonkey   Archaeologist's Nightmare by AssasinMonkey
"Oh hey there."

So where to start and go?
Maybe you're thinking of those biology lessons or other classes that have to do with the body. Those books that show the inside of a body? Those can be a nice indication of how you can build up your design, having all the different layers. Although there's some you might not need or can choose to leave out.
Skeletons are probably always needed, whether in pose sketch or detailed designs, so lets start there.
Your end goal? A final beast as always. The probably only other kinda needed layer would be muscles! They define the shape of the actual body and show things like strength in combination with the skeleton.
There's other things you could do like tackling all the organs, from the digestive system to the brain, heart, lungs and more.
If you're really dedicated you could even do the circulatory system and draw out all the main blood circulations. (Maybe to show weak spots for critical damage?)

Spike's Origin by AssasinMonkey
Well... that one certainly hit a weak spot.

What use does this have?
For one, it can be fun and a way to get introduced to seeing things from a different angle. Changing your priority onto something you might often overlook or minimize.
Anatomy lessons do often also focus on skeletons but mostly existing human anatomy. Or animals if you're lucky. Yet that skill can then be used to start making imaginary ones.
It can help in the same ways as well. Showing your creature could work, its limitations or strengths.
Where the muscles run and attach, so you know how it flexes and stretches. Things like that.
Even helping you build something that looks fresh and new or different than usual (Out of the box). Basing the final result not on what you liked to see but based on what's underneath it.
Helping you make it look believable to others, or pinpoint why it's not? Maybe this way you'll find out.

Keeper of the Rage by AssasinMonkey
I don't even know what his skeleton would look like.

Of course this isn't a requirement or anything, but maybe you feel like trying it out now. I'd say go for it, anything should be worth a try.
Showing it can have some fun and good uses as well.
A lot of artists do fine without making the skeleton and the be fair, it does often get hidden anyway by the skin and all on top.
There's often still that underlying knowledge, even if it's not as fleshed out to be a greatly detailed skeleton.
If you're looking to try and learn that, for general anatomy it's already something recommended and if you like designing fantastic stuff you can expand there as well.

There's also that added benefit of, if you ever need to make a skeleton summon or zombie you will also know how to break that body open and show the insides appropriately, making that even more believable.

Whether you stick to basic lines and shapes or go into full detail, either way be sure to have fun.
As much as I also hope this little 2 Funbit was as fun as it was useful, with all the images and text :)





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Pirill-Poveniy's avatar
Interesting topic, thanks for covering it. I've always enjoyed seeing fantastic creatures and it's great to see how you might go about doing them. :)