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Box Modeling a Dragon's Wing

Author: SnowFox

Tools Needed

  • Wings3D or other modeling program

Introduction

This tut will show you one way to model a wing for a dragon or bat. 400-00652.jpg

Step 1 - Create a cube

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1. First, create a cube and choose Scale Axis > Y to make it flatter, then Scale Axis > X to make it skinny. This is the start of the wing's “arm”.

Step 2 - Extrude

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2. Select the face at the end and Extrude > Normal. Move it along the X axis to make the point where the “thumb” is.

Step 3 - Extrude again

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3. This step is very important! Extrude > Normal once for each finger you want. I made a traditional four fingered wing, so I extruded four times. Make the last extrusion longer, it's the last finger (equivelent to your index finger).

Step 4 - More extruding

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4. Now select the three faces along the underside of the arm and Extrude > Normal. DO NOT Extrude > Region! That won't get the effect we want.

Step 5 - Move

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5. Next, Move > Z the faces at the ends of the fingers to position them where you want them.

Step 6 - Even more extruding

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6. Now Extrude the faces to make the fingers, and reposition them where you want them. You may need to move the edge loops along the arm and index finger to adjust the thickness, like I did here. To select an edge loop in Wings, select an edge and press L on the keyboard. I have an edge loop selected in the diagram, in case you don't know what an edge loop is ;)

Step 7 - Extrude again

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7. Select the faces inside the fingers like this…

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And Extrude Region > Normal. Bring the faces close but don't let the corners touch. You'll have a mess if they do. Do this for all the fingers.

Step 8 - Disolve

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8. Disolve most of the edges and vertices, they'll just get in the way otherwise. Move the edges so you have a rough membrane. Move > Normal is your friend here.

Step 9 - Bevel

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9. Now select all the finger edges and Bevel.

Step 10 - Move

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10. Select the top faces and Move > Y to make the membrane thinner. Then do the same for the bottom faces.

Step 11 - Cleanup

11. Now if you have some edges and vertices you don't want, go fix them. This step isn't needed, but it makes modeling claws easier.

Step 12 - Flatten

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12. Select the faces at the ends of the fingers and Flatten > Normal. You'll probably have to Rotate > Y as well, since they'll be a bit crooked. Next, Inset these same faces.

Step 13- Move

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13. Move > Normal to make the ends of the fingers. Then move/rotate them into the right positions.

Step 14- Inset

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14. Inset again to start the claws. Extrude > Normal to make the claws. Then Scale > Uniform to make the points.

Step 15- Connect

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15. Select these edges and press C to connect them. After you connect them, cut the new edges and scale them outwards. We want a more circular area for the thumb.

Step 16- More extruding

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16. You know the drill by now - Extrude, Inset, Extrude, Scale.

Step 17- The End

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That's it! You can add more detail by moving edges, and adding edge loops to the claws. Smoothing isn't needed, but you can do it if you want.

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Here's the example of the wing up top that I did with this method.

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