Chapter 2: Thickness / Flexibility Tells & Collision Zones
Created by Sarah Choi (prompt writer using ChatGPT)
Thickness, Flexibility & Collision Zones
A practical guide to skin systems & surface logic for creature concept artists
When you put a surface on a creature, you’re not just choosing a texture — you’re deciding how that surface behaves when it bends, hits things, or gets hit. Thickness, flexibility, and collision zones are what separate a believable creature from one that feels like a painted statue.
This article focuses on how different skin systems:
- Bare skin
- Fur / hair
- Feathers
- Scales
- Shells & carapaces
communicate thickness and flexibility, and how they respond to collisions with:
- The creature’s own body (self-collision)
- The environment (ground, walls, foliage, debris)
- Gear (saddles, armor, harnesses)
It’s written for both concept-side and production-side creature artists, with an emphasis on surfaces that:
- Look like they could actually bend and take hits
- Avoid obvious clipping and simulation nightmares
- Communicate material thickness from silhouette alone
1. Why thickness & flexibility tells matter
Before material specifics, it helps to understand what you’re signaling to a viewer or to downstream teams when you design surface thickness.
1.1 Visual story: soft vs hard, vulnerable vs armored
Thickness and flexibility are shorthand for:
- Vulnerability – Thin, stretchy skin reads as fragile but expressive (faces, bellies, inner limbs).
- Protection – Thick hide, heavy scale, or shell reads as durable but less expressive (backs, flanks, carapaces).
- Function – Thin membranes suggest gliding or filtering; thick plates suggest battering, blocking, or bearing weight.
Your job as a creature concept artist is to arrange these material choices so the viewer understands:
- Where to expect motion and emotion
- Where blows land and how they’re absorbed
- Where weapons, claws, or tusks would naturally be placed
1.2 Animation & rigging implications
For production artists, thickness & flexibility choices affect:
- Rig ranges – How far joints can bend without breaking surface logic.
- Deformation quality – Whether the mesh can support convincing folds or must stay rigid.
- Simulation costs – Long, flexible surfaces (manes, tails, feathers) require more sim work and careful collision zones; armored regions can be simpler but must be staged to avoid clipping.
The better your concept communicates thickness and flexibility, the fewer surprises downstream.
2. Reading thickness from silhouette & edge treatment
You rarely get to show cross-sections in-game, so thickness must read from the outside.
2.1 Edge cues
Edges do a lot of heavy lifting:
- Thin materials have:
- Tight, crisp edges
- Quick transitions from light to shadow
- Noticeable bending or fluttering in motion
- Thick materials have:
- Rounded, bulky edges
- Softer, wider shadow bands at the edge
- A sense of weight and inertia
Use silhouettes and rim lights in concept art to suggest how “deep” a surface is.
2.2 Layering & undercuts
Thickness shows up where surfaces peel away or overlap:
- Loose skin folds reveal the depth of the dermal layer.
- Raised scales or plates cast inner shadows that hint at thickness.
- Shell edges overhanging soft tissue show both the shell’s depth and what it protects.
In orthos and callouts, you can exaggerate these overlaps slightly to make thickness legible for production.
3. Flexibility & hinge logic
Flexibility is about where and how the surface can bend without breaking.
3.1 Structural vs cosmetic flexibility
Ask yourself:
- Structural flexibility – Does this area have to bend for the creature to move? (Neck, shoulders, hips, joints, tail base.)
- Cosmetic flexibility – Can this area deform for expression or secondary motion but isn’t load-bearing? (Cheeks, ears, soft crests, decorative frills.)
Structural flexibility zones need:
- Thinner or segmented surfaces
- Clear hinge lines
- Materials that support repeated deformation (wrinkle patterns, overlapping plates, smaller flexible scales)
Cosmetic zones can be more stylized but should still obey gravity and inertia.
3.2 Hinge lines & flex bands
Think of each joint having:
- A hinge line – Where the underlying skeleton rotates.
- A flex band – A band of softer or segmented material around that line.
Your surface design should visually confirm this by:
- Thinning or breaking up armor around hinge lines
- Concentrating wrinkles and stretch marks in flex bands
- Allowing fur or feathers to compress and fan in these regions
4. Collision zones: where the world fights back
Collision zones are areas where the creature’s surface regularly meets other things.
Common collision types:
- Ground contact – Feet, tails that drag, belly drags.
- Self-contact – Thigh rubbing against belly, limbs against torso, tail against back.
- Environment – For burrowers (tunnels), flyers (wings clipping scenery), climbers (rock faces, branches).
- Gear – Saddles, armor straps, harnesses, reins.
For each, ask:
- What material is there?
- How thick/flexible is it?
- What happens visually after repeated impact?
Collision zones often have distinctive wear patterns: calluses, broken feathers, worn scales, chipped shells, rubbed fur.
5. Bare skin: thickness, flexibility & impact
Bare skin is the most revealing material for thickness and flexibility.
5.1 Thin expressive skin
Areas like the face, ears, eyelids, and sometimes the abdomen or inner limbs often have thinner skin:
- Visual tells:
- Fine wrinkles around joints and expression lines
- Veins and bony landmarks visible underneath
- Quick, sharp folds when compressed
- Collision behavior:
- Bruises, cuts, and abrasions show clearly
- Skin stretches and rebounds rather than absorbing massive impacts
For concept-side work, this is where you show emotion and sensitivity.
5.2 Thick hide and callused areas
In contrast, some regions have visibly thicker, tougher skin:
- Locations:
- Knees, elbows, knuckles
- Forehead or brow ridges
- Back of the neck, shoulders, and spine on heavy creatures
- Belly drag points in low-slung species
- Visual tells:
- Broader, softer wrinkles
- Callused pads with glossy or rough texture
- Scar tissue build-up and discoloration
These zones can take hits, kneel, or drag across rough ground without catastrophic damage.
5.3 Flex zones around joints
At joints covered by bare skin:
- Expect pronounced flex bands of wrinkles on the compression side (e.g., inside elbow, back of knee).
- Skin on the tension side stays smoother but may show stretch marks.
Concept-side:
- Use reference of real joints (human, animal) to infer plausible wrinkle directions.
Production-side:
- Mark deformation-friendly zones on orthos where riggers can add more geometry and textures can include wrinkle detail.
5.4 Collision zones for bare skin
Bare skin reads impact very clearly:
- Ground collisions – Scraped knees, elbows, muzzles; thickened calluses where skin regularly hits terrain.
- Self-collision – Belly rubbing thighs, chest against arms; subtle chafing marks.
- Gear collision – Strap lines, harness rubs, saddle wear.
Use these to ground your creature’s lifestyle: a frequently-knelt beast may have thickened, darkened knee skin; a climber may have toughened chest and shoulder patches.
6. Fur & hair: padding, mats & collision-friendly design
Fur and hair are not just decoration; they form soft armor and padding that hides underlying thickness.
6.1 Fur as implied thickness
Thick fur can make a creature feel bulkier and more resistant to small impacts:
- Visual tells:
- Puffy silhouette with soft transitions
- Clumps that compress and bounce
- Little visible skeletal detail except at extremities
Underneath, the skin may be thin or thick, but as a concept artist you can cheat by:
- Using fur volume to imply unseen muscle or fat
- Letting “pancaked” fur show where weight or impact flattens it
6.2 Flexible vs stiff fur regions
Not all fur behaves equally:
- Soft, flexible fur: bellies, flanks, inner thighs — compresses easily, shows clear footprints and pressure marks.
- Denser, stiffer fur: manes, ruffs, tails — more resistant, keeps shape when pushed, useful for silhouette.
Design your fur patterns so that collision-heavy zones have appropriate behavior:
- Shorter, denser fur on joints and high-friction areas to avoid constant matting and sim chaos.
- Longer fur only where it won’t constantly clip through environment or gear.
6.3 Collision zones in furred creatures
Common fur collision zones:
- Ground – Chest of low creatures, tail underside, paw fur.
- Self – Inner thighs, armpits, neck where head turns.
- Gear – Areas under saddles, harnesses, armor edges.
Visual consequences:
- Flattened, directionally pressed fur.
- Darker, greasy or matted patches where friction and sweat mix.
- Fur worn thin in high-friction spots.
As a concept artist, show this in a few key regions rather than all over: selective wear tells more story than evenly damaged fur.
6.4 Production notes for fur thickness & collisions
- In callouts, color-code fur length and density to hint at how much collision work a region needs.
- Suggest where fur can be shortened or shaved to avoid clipping through armor or weapons.
- Indicate gravity-dominated regions (belly fluff, tail tip) where sim artists should prioritize secondary motion and collisions.
7. Feathers: lightweight armor & collision behaviors
Feathers are light, flexible structures, but their quills have real stiffness and thickness.
7.1 Feather thickness & layering
Feathers have:
- A central shaft (rachis) with stiffness
- Flexible barbs that form the vane
Thicker feathers:
- Appear at wings, tail, and major display areas
- Read as lightweight armor with some impact resistance
Thinner, downy feathers:
- Appear at the base of heavier feathers, neck, belly, or insulation areas
- Read as soft padding and insulation
7.2 Flexibility & hinge zones in feathered anatomy
Feathers themselves flex where:
- Shafts bend near the base (around the follicle)
- Barbs separate under strong airflow or impact
At joints (wings, neck), feather arrays must:
- Fold cleanly along feather growth direction
- Avoid obvious collision where feathers intersect the body
Concept-side, you can:
- Show folded vs extended states
- Use arrow callouts to indicate how feather fans collapse at joints
7.3 Collision zones for feathered creatures
Likely collision hotspots:
- Wings – Leading edges hitting branches, walls, or other creatures.
- Tail – Dragging along ground or brushing foliage.
- Chest and legs – Pressed when landing, perching, or colliding.
Visible results:
- Broken or bent feather tips at leading edges
- Slightly ragged silhouettes in high-impact zones
- Feather barbs split and misaligned but still following the main direction
Avoid random, even damage: concentrate wear in collision-friendly areas.
7.4 Production notes for feather thickness & collisions
- Call out hero feather rows that may use separate geometry or sim, and background feather masses that can be textures.
- Indicate where feathers are stiff enough to act like armor (may need collision proxies) vs soft enough to be mostly aesthetic.
- For capes or feathered cloaks on bipedal creatures, clearly mark clearance zones to prevent clipping with legs, weapons, and tail.
8. Scales: rigid tiles, flexible fields
Scales are tiles that can be thick or thin, but they always interplay with underlying soft tissue.
8.1 Thick plates vs flexible small scales
Two main regimes:
- Large, thick scales/plates:
- Often on back, shoulders, head
- Read as heavy armor; minimal flex within each plate
- Flexibility achieved through gaps and hinges between plates
- Small, thin scales:
- Often on neck, limbs, belly
- Read as flexible chain mail; each scale can move slightly
- Flexibility from many small movements across the field
In your designs, arrange these logically: thick plates in impact zones, smaller scales in flex-heavy zones.
8.2 Flex bands & scale orientation
Around joints and necks:
- Scales often get smaller and more rounded.
- Rows may curve or angle differently to support bending.
Flex bands in scaled creatures:
- May have shallower overlap or thinner edges.
- Show slight gapping between rows when stretched and tighter stacking when compressed.
Concept-side:
- Use shading and line work to suggest scale overlap changing with pose.
Production-side:
- Provide diagrams where scale direction and hinge lines are clearly marked.
8.3 Collision zones for scales
Scales take impact differently from skin or fur:
- Ground contact – Belly scales may be broader, smoother, and more worn.
- Self-collision – Flank scales can polish and flatten where limbs brush.
- Environment – Head ridges, shoulders, and side plates show chips and gouges.
Use edge damage and polish to show collision history:
- Rounded, polished scales in areas of constant rubbing.
- Chipped, cracked edges where hard impacts occur.
8.4 Production notes for scale thickness & collisions
- In orthos, annotate which scales are rigid and hero (individual geometry) and which are texture-driven.
- Note areas where scales may separate or overlap more during extreme poses (helps rigging and shader setup).
- Suggest collision proxies for large, rigid plates.
9. Shells & carapaces: rigid armor & failure modes
Shells and carapaces are the thickest, least flexible coverings, but their design still needs logic for collisions.
9.1 Reading thickness in shells
To sell thickness:
- Show cross-sections at edges: bevels, chamfers, or layered strata.
- Use cast shadows under overhangs to imply depth.
- Add growth ridges or grooves that wrap around shell curvature.
A domed shell should look like it could survive a fall; a thin decorative carapace might obviously crack.
9.2 Flexibility at seams & joints
Even rigid armor needs seams:
- Carapace plates may articulate at shoulders, hips, neck, tail base.
- Soft tissue often appears at the seams: bare skin, small scales, or thin membranes.
Design rules:
- Keep large plates over solid, low-flex regions (ribcage, pelvis).
- Use smaller, overlapping plates where movement is frequent.
- Make seams visually clear to help animators and riggers know where motion is allowed.
9.3 Collision zones & damage in shells
Collision hotspots:
- Forefront plates (chest, shoulders, head crest)
- Outer shell dome for falling or rolling creatures
- Joint guards (kneecaps, elbow caps)
Damage patterns:
- Cracks radiating from impact points along structural lines
- Chipped edges where plates meet hard objects
- Scuffing and abrasion where shell drags or scrapes
These failure patterns should respect the shell’s growth and stress lines, not random scribbles.
9.4 Production notes for shell thickness & collisions
- Provide panel maps showing how carapace pieces interlock and overlap.
- Indicate where shell is thick enough that internal collisions (limbs, tail) must be considered in rigging.
- Mark don’t-bend regions explicitly in callouts.
10. Hybrid creatures: mixing materials without chaos
Most fantasy and sci-fi creatures mix multiple coverings. The challenge is to keep thickness, flexibility, and collision logic coherent.
10.1 Thickness hierarchies
Establish a clear hierarchy:
- Thickest / hardest – Shell, primary carapace plates, horn-like scales.
- Medium – Large scales, stiff feather arrays, dense fur.
- Softest / thinnest – Bare skin, down, sparse fur.
Use this hierarchy to decide:
- What protects what (shell over scales over skin).
- Where collisions do the most visible damage.
- Where flexibility must be preserved.
10.2 Transition zones & staged flexibility
Where materials meet:
- Step thickness gradually; don’t jump from very thin to very thick without intermediate structures.
- Use small scales, shorter fur, or soft membranes as “buffer layers.”
Example:
- A dragon’s wing where thick scales on the arm transition into a thin membrane: include a band of smaller scales or fibrous skin at the joint.
10.3 Collision-aware hybrid design
Think through typical motion:
- If a heavily-armored back supports a rider, design padding zones (thick fur or flexible scales) where saddle or gear contacts the body.
- If a long feathered tail whips around, avoid placing rigid plates where it constantly hits hips or legs.
Mark these zones clearly for production:
- Gear collision maps – show where straps run and what materials they press into.
- Self-collision maps – show tail sweep paths, wing arcs, and typical contact areas.
11. Concept vs production: communicating behavior
The same logic serves different needs at different stages.
11.1 Concept-side focus
As a concept artist, your main tasks are to:
- Make thickness and flexibility read immediately from silhouette and value.
- Place collision zones where they tell story (scarred plates, worn fur, callused skin).
- Avoid designing surfaces that would obviously fail in motion.
Practical tips:
- Do a “squash-and-stretch” sketch: quickly draw your creature in a compressed pose and see if surfaces still make sense.
- Use material keys: small callouts showing cross-section sketches of fur thickness, shell thickness, etc.
- Indicate priority zones where animators should focus expressive motion (face, neck, tail tip) and where they can keep things stiff.
11.2 Production-side focus
As a production creature artist or final concept handoff, focus on:
- Consistency across all views: thickness and seams must line up in front, side, and back.
- Deformation notes: highlight where folds, gapping, or plate sliding is expected.
- Collision guidance: suggest where simulation and collision proxies are most needed.
Deliverables may include:
- Material region maps with thickness annotations (thin, normal, thick, rigid).
- Flex band overlays around joints.
- Collision heatmaps marking frequent contact zones.
These help rigging, grooming, VFX, and gameplay teams keep behavior consistent with your design.
12. Practical exercises to train thickness & collision awareness
Exercise 1: Thickness from silhouette only
- Take a simple black silhouette of a creature.
- On a second layer, draw edge treatments to imply different thicknesses: sharp thin membranes, chunky shell rims, soft fur edges.
- Ask if someone can tell which areas are soft or hard without interior detail.
Exercise 2: Collision history map
- Choose a creature type (burrower, charger, climber, flyer).
- Sketch a side view and overlay a collision map: mark all areas that would frequently hit ground, walls, prey, or other creatures.
- On another pass, modify materials and wear patterns in those zones.
Exercise 3: Flex band redesign
- Take an existing creature design (from a game or film) and draw flex bands around all joints.
- Ask: do the materials there support bending? If not, redesign those bands to add seams, smaller plates, or thinner skin.
Exercise 4: Hybrid material puzzle
- Design a creature with at least three skin systems (e.g., fur, scales, shell).
- Define a thickness hierarchy and mark transitions.
- Draw the creature in an extreme pose and adjust surfaces where collisions or flexing don’t make sense.
13. Closing thoughts
Thickness, flexibility, and collision zones are the physics layer of your creature design. They turn surfaces from decorative patterns into believable, functional systems:
- Bare skin reveals tension, softness, and vulnerability.
- Fur / hair adds padding, warmth, and impact history.
- Feathers give lightweight coverage and directional wear.
- Scales provide modular armor that still flexes and fails along logical lines.
- Shells & carapaces define the hardest boundaries and how they crack under stress.
If you think about how your creature’s skin systems would grow, flex, and collide over a lifetime, your designs will automatically feel richer and more grounded. Concept artists will get clearer reads; production artists will get clearer instructions; players will feel the weight and life in every step, strike, and wingbeat.
Treat every surface not as a static layer, but as a living interface with the world — constantly flexing, colliding, and adapting.