Hi Everyone,
Since the last update, I have been working on fleshing out the final model for the Dinobot. The last time I wrote a blog, I did a second-pass blockout for the model itself.
This is where we left off last time, with a final blockout for the raptor mech. Looking back at this now is a nice reminder of how far it's come.
In the last blog, I wrote a breakdown for the design of each element - leg, arms, tail, body, neck and head. I was focused on:
- How does each of the individual elements move
- Blender file setup
- Break the model into rough materials, panels, and a rough design idea.
Since then, it's been a decent journey and a lot of hours of modelling to get the raptor modelling finished. In that time, I also had educational content to work on, a house move, new business ventures and a new job role. So I have been fitting that in around all these other commitments.
Here is the latest model and the progress shots as I worked on it.
Here are closer-up shots of the different sections and a breakdown of my thoughts when making each section
For the leg, I really wanted to play up the giant claws and exaggerate that feeling a bit. I put greater detail into the joints and areas around the panels but used the panels to create areas of rest. I also introduced pistons and framework that is hidden under the surface. Across the design, I also unified the colours and emissive values.
As raptors stand on two legs, I wanted the legs to feel powerful and stable. I scaled the main joints up as big as I could get away with and tried to follow the anatomy of a real raptor to make everything feel stable.
For the arm, it was a similar story to the legs. I unified the materials and emissive values. The biggest design challenge here was hard-surface feathers and how they integrated into the arm. I wanted the hint back to the historically accurate raptors being smaller, bird-like creatures, and to find a way for feathers to make sense in the design. Again, around the hands and arms, I played with the shape language being a lot more organic and rounded, hard-surface design.
For the body, this was mostly about establishing the connection with legs and arms, and how those sockets would work. The other thing I worked on a lot, which guided the rest of the design, is areas where you would see electronics and pipes. I used inspiration from the Horizon series to inform how that might look.
As well as the body that connects all other areas to the parts of the design, I wanted to take inspiration from my Ecobot beetle and build an interesting environment within the robot again. I originally toyed with the idea of having water jets and tanks on the back, but since raptors are carnivores, it didn't make a whole lot of sense. I decided that carrying their eggs on the back of the mech made more sense. So I came up with a rotational nest that holds the eggs. This is all animated with the panels for the back to open up and reveal the eggs.
For the tail, there are two main elements: the main repeating section and the end of the tail. For the model, I tried to work out the internal structure/frame and how that would feasibly function with the correct joints before layering panels on top. I also added fabric, which can hide some of the internals and is great for filling out the awkward gaps under and between the panels. Once I had one section of the tail, I then repeated that using array and deformed it along a spline, which allows me to position the tail in whatever position makes sense.
For the tail end, I wanted a slightly different feather design which really highlights that hard surface feather feel I mentioned earlier. These are made as one straight feather which is bent/deformed into shape and positioned manually to create the design at the end.
For the neck, this was a lot of the same techniques I used for the tail, except I had a few more underneath splines/pipes and structure on the front of the neck. This is because when I looked at a lot of visuals of raptors, they have a lighter colour on the underside of their skin under their tail, stomach and neck, so I wanted to get that colour change across. I mostly kept the panels on the back of the neck.
For the head, anatomically speaking is very close to a real raptor. I didn't want to change it too much cause I want it to read and be recognisable as a dinosaur. The big design choices here are rounding out the tops and sides of the face in the panel shape language. I played a lot with the big head piece, which is a big visual statement and makes the design feel different and unique.
I hope you appreciated seeing the update and the visuals, and the thought process for designing this model.
Next up, I will be working on making a lower-res and UVd mesh. I am likely planning to use a bunch of UDIMs to texture the model before texturing and final presentation
Thank you for reading
Ben












































