Chapter 2: Invertebrate Primers
Created by Sarah Choi (prompt writer using ChatGPT)
Invertebrate Primers (Arthropods, Cephalopods, Mollusks)
Why Invertebrates Matter for Creature Concept Artists
When many artists think of anatomy, they default to vertebrates—wolves, horses, dragons, and humans. But some of the most striking, alien, and unforgettable creature designs borrow heavily from invertebrates: arthropods (insects, spiders, crustaceans), cephalopods (squid, octopus, cuttlefish), and other mollusks (snails, slugs, bivalves).
Unlike vertebrates, these animals don’t rely on an internal spine and skeleton. They use exoskeletons, hydrostatic skeletons, shells, and muscular tubes. This creates new possibilities for motion, surface texture, and silhouette.
For creature concept artists—on both the concepting side (loose exploration, hybrid designs, high stylization) and the production side (turnarounds, orthos, rig‑ready designs)—understanding invertebrate body plans helps you:
- Design creatures that feel truly alien yet structurally believable.
- Simplify complex anatomy into clear construction forms.
- Provide accurate landmarks for modelers and animators, especially around joints and flexible areas.
This article will walk through the basics of arthropods, cephalopods, and mollusks, focusing on their “skeletal” systems, musculature, and surface landmarks that matter most in drawing and production.
1. Thinking Beyond Bones: How Invertebrate Structures Work
Before diving into each group, it’s helpful to shift your mental model. Vertebrates have:
- An internal skeleton of bone.
- Muscles anchored to bone via tendons.
- Skin and fat on top.
Invertebrates often invert or replace that logic:
- Exoskeletons (arthropods): Hard outer shell segments with flexible joints between them.
- Hydrostatic skeletons (cephalopods, worms): Muscular tubes or sacs filled with fluid; muscles contract against fluid pressure.
- Shells (mollusks): External rigid shells combined with soft internal bodies.
For creature design, this means:
- Instead of one big interior skeleton, you might have segments, plates, or rings.
- Instead of hinge joints like elbows, you may have ball‑like multi‑direction joints or smooth soft bends.
Once you understand how an invertebrate body is supported and moved, it becomes easier to invent creatures that bend and flex convincingly.
2. Arthropods: Insects, Arachnids, Crustaceans
Arthropods are everywhere: beetles, spiders, crabs, scorpions, centipedes. Their name literally means “jointed feet,” and they are built around the idea of segmented, jointed exoskeletons.
2.1 “Skeletal” Structure: Exoskeleton and Segments
Instead of an internal skeleton, arthropods have a hard outer shell made of chitin (sometimes reinforced with minerals in crustaceans). This exoskeleton is divided into segments and plates, connected by flexible membranes.
Common body regions:
- Head: Houses eyes, mouthparts, antennae.
- Thorax (or cephalothorax):
- Insects: thorax bears legs and wings.
- Spiders and crabs: head and thorax are fused into a cephalothorax.
- Abdomen: Often softer and more flexible; may hold stingers, spinnerets, or egg sacs.
Construction‑wise, you can think in stacked armor bands:
- Head = one main shell with openings for eyes and mouthparts.
- Thorax/cephalothorax = a large shield‑like plate.
- Abdomen = a series of overlapping segments or a single bulbous sac.
Limbs are built from articulated exoskeletal segments:
- Each leg or claw consists of multiple rigid pieces connected by gasket‑like joints.
- Joints are usually covered by softer, flexible cuticle, allowing movement.
2.2 Muscular System: Inside the Shell
Muscles attach to the inside of the exoskeleton instead of to internal bones.
- Inside each segment, there are flexor and extensor muscles controlling limb movement.
- Larger muscle masses live in the thorax/cephalothorax for walking and in the claw base for pinching.
For concept art, you rarely draw these muscles explicitly, but you should understand:
- Where powerful movements originate (e.g., base of a crab claw, central body for a mantis strike).
- That segments near the body often house more muscle and look more robust.
2.3 Surface Landmarks for Artists
Arthropods offer a lot of visually rich surface detail, but the key structural landmarks are:
- Segment seams: Lines where plates overlap or hinge.
- Joint bands: Softer, narrower sections between hard plates.
- Spines and ridges: Reinforce the impression of armor.
- Carapace planes: Large shell surfaces (like beetle elytra or crab shells) with clear plane changes.
In multi‑legged creatures, leg segments typically show a repeating pattern:
- Coxa (hip) → trochanter → femur → tibia → tarsus (foot segments).
You don’t need to memorize names, but acknowledging thicker base segments and thinner distal segments makes limbs feel more believable.
2.4 Applying Arthropod Logic to Creature Design
Arthropods inspire:
- Spider‑like bosses, crab tanks, mantis assassins.
- Multi‑limbed aliens and mech‑inspired creature shells.
On the concepting side:
- You can exaggerate armor plates, elbow spikes, or claw scale while maintaining the segmented logic.
- Try mixing arthropod exoskeleton logic with vertebrate body plans (e.g., a mammal torso with articulated insect legs).
On the production side:
- Clearly show joint gaps where rigs will bend.
- Indicate how far segments overlap; overlapping plates affect how much motion is possible.
- Be consistent about segment counts and proportions across views.
3. Cephalopods: Squid, Octopus, Cuttlefish
Cephalopods are some of the most alien‑feeling creatures in real life: soft bodies, no bones, tentacles with suckers, and remarkable flexibility.
3.1 “Skeletal” System: Hydrostatic and Cartilaginous Supports
Cephalopods don’t have a rigid skeleton like vertebrates or a full exoskeleton like arthropods. Instead, they rely on:
- A hydrostatic skeleton: Their bodies are muscular bags filled with fluid. Muscles contract against the fluid, changing shape and creating movement.
- Limited internal supports:
- Cuttlefish have an internal cuttlebone (porous structure) that helps with buoyancy.
- Squid have a gladius (pen‑like rod) for partial support.
- Octopus have almost no rigid internal structures.
Construction‑wise, think in terms of soft, deformable forms:
- A central mantle sac (the main body) shaped like a bullet, sack, or teardrop.
- A head region with eyes and a beak at the base of the tentacles.
- Tentacles as muscular tubes that can taper, curl, and twist freely.
3.2 Muscular System: Muscular Hydrostat
Tentacles work as muscular hydrostats—structures made entirely of muscle, with no bone but capable of precise, powerful movement.
- Muscles run longitudinally (lengthwise), circularly (around), and radially.
- Contracting different groups changes the tentacle’s length, thickness, and curvature.
The mantle houses strong muscles for jet propulsion:
- Water is drawn into the mantle and expelled through a funnel/siphon.
For drawing and rigging:
- Tentacles can bend smoothly in any direction.
- Thickness changes along the length based on tension and contraction.
3.3 Surface Landmarks for Artists
Even without bones, cephalopods have clear visible landmarks:
- Mantle rim: The edge where the mantle meets the head.
- Eyes: Large, forward or side‑facing, often highly expressive.
- Siphon: A tube near the head used for jetting water.
- Beak: Hidden at the center where tentacles converge.
- Suckers or hooks: Repeating shapes along tentacles.
Skin often shows subtle texture: smooth, slightly pebbled, or covered in papillae (small spikes/bumps) that can be raised and lowered.
3.4 Applying Cephalopod Logic to Creature Design
Cephalopods are great references for:
- Eldritch horrors, tentacle beasts, deep‑sea leviathans.
- Soft, flowing creatures that feel intelligent and unsettling.
Concepting side:
- Play with extreme pose flexibility: tentacles wrapping around architecture, bodies flattening or ballooning.
- Consider the emotional range of cephalopod eyes and skin color changes (camouflage, bioluminescence).
Production side:
- Define rest poses and maximum curl positions for tentacles.
- Provide clear callouts on sucker rows and segment counts for consistency.
- Think about how the mantle volume deforms when jetting or breathing.
4. Mollusks (Non‑Cephalopod): Snails, Slugs, Bivalves
Other mollusks, like snails, slugs, and clams, add another flavor of soft + hard structure: shells with soft bodies, or fully soft bodies with minimal support.
4.1 Shell + Soft Body Structure
For snails and many mollusks:
- The shell is the main rigid structure, often coiled or domed.
- The soft body (visceral mass) occupies the shell.
- A muscular foot extends from the shell opening, used for locomotion.
For bivalves (clams, oysters):
- Two shells (valves) joined by a hinge.
- Strong adductor muscles inside, closing the shells.
- A soft body inside with gills and organs.
Construction forms:
- Shell as a solid, weighty mass (spiral or dome).
- Foot as a thick, muscular pad or tongue.
- Internal structures mostly hidden unless you design an open or damaged shell.
4.2 Muscular System: Slow but Strong
Molluscan muscles excel at slow, sustained contractions:
- Snail foot muscles create rippling motion across the ground.
- Clams use adductor muscles to clamp shut with surprising force.
In design terms:
- Movements are smooth and deliberate, not jerky.
- Shell weight can feel immense; body posture reflects that load.
4.3 Surface Landmarks for Artists
Key visual cues:
- Shell spiral and ridges: tell you growth pattern and stress lines.
- Shell lip and opening: where the body emerges.
- Foot segmentation and texture: can be smooth, wrinkled, or spiked.
- In slugs: mantle region behind the head, respiratory opening (pneumostome), and feeler tentacles.
Even if you simplify anatomy, keeping these landmarks makes the creature read clearly as a mollusk‑inspired being.
4.4 Applying Mollusk Logic to Creature Design
Mollusk anatomy is useful for:
- Slow, tanky, or creeping creatures with shell armor.
- Creatures that can retreat into a protective structure.
Concepting side:
- Combine snail shells with arthropod legs or cephalopod tentacles for fresh hybrids.
- Play with shell variations: cracked, sculpted, grown into architecture, or semi‑transparent.
Production side:
- Clarify how much of the body can retract into the shell.
- Show shell cross‑sections or underside views if important for gameplay.
5. Comparing Invertebrate Body Plans: What to Steal and Combine
5.1 Structural Archetypes
Across arthropods, cephalopods, and mollusks, think of three main structural archetypes:
- Rigid Shell + Joints (Arthropods)
- Good for creatures that feel armored, mechanical, or insectoid.
- Emphasize segments, hard plates, and clear hinge points.
- Soft, Muscular Tubes (Cephalopods)
- Good for fluid, uncanny, or psychic monsters.
- Emphasize continuous curves, suction structures, and shape‑shifting silhouettes.
- Shell + Soft Mass (Mollusks)
- Good for tanky, defensive, or ancient creatures.
- Emphasize contrast between hard, heavy shell and yielding soft tissue.
By understanding these archetypes, you can hybridize them with vertebrate forms or with each other in controlled ways.
5.2 Hybrid Ideas
- Arthropod + Cephalopod: A crab‑like body with tentacle legs; rigid carapace plus flexible appendages.
- Mollusk + Arthropod: A snail‑shell torso on multi‑jointed legs; bivalve armor on a lizard body.
- Cephalopod + Mammal: A quadruped with a cephalopod mantle instead of a normal torso; tentacles for a mane.
In all hybrids, keep a clear primary structural logic (e.g., exoskeleton vs. hydrostatic) so motion feels coherent.
6. Concepting vs. Production: Using Invertebrate Anatomy Differently
6.1 On the Concepting Side
Concepting is about exploration and story:
- Use invertebrate body plans to break free from vertebrate clichés.
- Focus on silhouette, gesture, and key anatomical landmarks (segments, shells, tentacles) to convey behavior.
- Don’t worry about every joint being perfectly researched—use simplified exoskeleton rings, tentacle tubes, and shell blocks.
Your main questions:
- What does the structure imply about movement and habitat?
- Does the creature feel grounded in some biological logic, even if stylized?
6.2 On the Production Side
Production demands clarity and repeatability:
- Clearly separate rigid vs. flexible regions:
- Rigid plates for armor.
- Flexible membranes or soft masses at joints.
- Indicate joint ranges: how far can legs or tentacles bend?
- Provide top, side, and front views for asymmetric or segmented bodies.
For arthropod‑heavy creatures:
- Count leg segments and keep them consistent across views.
- Show how carapace plates overlap.
For tentacled or soft‑bodied creatures:
- Provide rest positions and fully extended poses.
- Show thickness changes along limbs.
For shell‑bearing creatures:
- Indicate shell thickness and connection points to soft tissue.
7. Practical Study Exercises for Invertebrate Anatomy
7.1 Segment and Plate Studies
From photos of arthropods (crabs, beetles, scorpions):
- Trace and simplify the exoskeleton into plates and bands.
- Redraw the creature as a series of boxes and wedges representing those plates.
- Then pose the boxes in a different action (raising claws, turning) while keeping joint logic.
7.2 Tentacle Motion Studies
From cephalopod reference or even simple ropes:
- Draw a single tentacle in multiple positions: straight, S‑curve, spiral.
- Add cross‑contour lines to show twisting.
- Then add suckers in perspective along the length.
This builds confidence in drawing soft, twisting forms.
7.3 Shell + Soft Body Thumbnails
Design a page of thumbnail creatures based on shell + soft body logic:
- Vary shell shapes (spiral, spiky dome, layered plates).
- Attach different locomotion systems: slug foot, insect legs, tentacle clusters.
Focus on how the weight of the shell affects gesture and posture.
7.4 Hybrid Structural Mix‑and‑Match
Pick:
- One vertebrate base (e.g., canine, reptile, bird).
- One invertebrate influence (arthropod, cephalopod, mollusk).
Design a creature that:
- Keeps the vertebrate overall body plan (spine, four limbs, head).
- Integrates invertebrate surface structures (armor plates, tentacles, shells) or joint logic.
This exercise trains you to combine structures in a controlled, production‑friendly way.
8. Bringing It All Together
Invertebrates—arthropods, cephalopods, and mollusks—offer a vast library of forms, motions, and textures that can supercharge your creature designs.
By understanding their “skeletal” systems (exoskeletons, hydrostatic supports, shells), muscular organization, and surface landmarks, you can:
- Design creatures that feel truly otherworldly, yet still plausible.
- Communicate clearly with modelers, riggers, and animators about what’s rigid, what’s flexible, and how the creature moves.
- Confidently stylize and hybridize real biology into new forms.
Whenever an invertebrate‑inspired creature feels confusing or flimsy, ask:
- What structural archetype am I using (exoskeleton, hydrostatic, shell)?
- Have I shown clear segments or soft regions where motion happens?
- Are my surface landmarks (plates, joints, suckers, shell ridges) reinforcing the underlying structure?
If you can answer yes, your invertebrate creatures—whether insectoid tanks, tentacled horrors, or ancient shell‑bearing titans—will feel more convincing, expressive, and ready for both concept exploration and production handoff.