Chapter 3: Tongues, Palates, Filters & Baleen Analogs

Created by Sarah Choi (prompt writer using ChatGPT)

Tongues, Palates, Filters & Baleen Analogs

Heads, Jaws & Feeding Systems for Creature Concept Artists

Teeth and beaks get all the glory, but a huge part of feeding—and a lot of character—is handled by the soft and hidden structures inside the mouth:

  • Tongues that grab, taste, shape sound, and move food.
  • Palates that guide, crush, and separate air from food.
  • Filters and baleen‑like structures that harvest swarms of tiny prey.

For creature concept artists, these internal features are gold:

  • On the concepting side, they unlock new silhouettes when the mouth opens, and new behaviors (flicking tongues, gill filters, throat sacks).
  • On the production side, they provide clear logic for rigs, animations, audio cues, and VFX—especially in close‑ups, finishers, and cinematic shots.

This article explores how to design tongues, palates, and filter systems across heads equipped with jaws, beaks, mandibles, and proboscises, always balancing visual interest with believable function.


1. Mouth Interiors as a Design Space

We often treat the mouth interior as a dark void with some teeth. But for many creatures, the inside of the mouth is:

  • A stage for performance (roars, threat displays, courtship).
  • A toolkit for feeding (tongue grabs, filter snaps, suck‑and‑squeeze mechanics).
  • A lore hook (glowing palates, glyph‑etched baleen, fungal filters).

As a concept artist, you can deliberately design this space by asking:

  1. What’s the main feeding strategy?
  2. What soft parts does that strategy require—tongues, ridged palates, hair‑like filters, membranes?
  3. How do those parts change the silhouette when the mouth opens?

This mindset keeps your designs grounded and makes internal mouth shots as intentional as the external head shape.


2. Tongues: Grabbing, Shaping, Sensing

Tongues are incredibly versatile. They can:

  • Transport food from front to back of the mouth.
  • Grab prey directly.
  • Taste and sense chemicals or heat.
  • Shape sounds (if your species speaks or vocalizes).

2.1 Basic Tongue Archetypes

Think of tongues in a few core families:

  1. Muscular pads – broad, thick tongues that push and grind food.
  2. Prehensile whips – long, flexible tongues that extend and grab.
  3. Barbed or sticky tongues – for catching insects or small prey.
  4. Forked tongues – for sampling the environment.
  5. Frilled or tentacular tongues – multiple processes emerging from a base.

Each type pairs naturally with certain diets and jaw/beak systems.

2.2 Tongues with Jaws

In a classic jawed mouth:

  • Carnivores may have relatively narrow tongues, used more for repositioning food than for grabbing.
  • Omnivores use tongues to move food across different teeth zones.
  • Herbivores/grazers may have broad tongues that help strip foliage.

Design cues:

  • Bulkier tongues with visible papillae (little bumps or spikes) sell rough, abrasive surfaces for grooming or cleaning bones.
  • Slimmer, smoother tongues feel more agile and precise.

Production notes:

  • Tongue rigs can be simple (a single bone) for background creatures.
  • For hero creatures, use a small joint chain for curling, licking, and expressive motion.

2.3 Tongues with Beaks

Beaks don’t have teeth, so tongues become more important:

  • Seed‑crackers may have strong tongues to reposition seeds on the crushing surface.
  • Nectar feeders use long, sometimes brush‑tipped tongues to wick liquids.
  • Fish or small prey eaters may have tongues that help directionally swallow slippery food.

Visual design:

  • Pair short conical beaks with thicker, strong tongues.
  • Pair long, slender beaks with long, filamented or brush tongues.

Production:

  • For beak‑based casters or singers, tongue motion can help animate chanting or trilling.

2.4 Tongues with Mandibles

Mandibles often grab; tongues do the internal work:

  • A tongue can pull prey further inside once mandibles pin it.
  • Forked or multi‑tendril tongues can probe between exoskeletal plates.

Silhouette opportunity:

  • When the mandibles open, an unexpected inner tongue can flick out, changing threat read.

Production:

  • Clearly separate mandible motion (hinge or pinch) from tongue motion (whip or curl) to make rigs manageable.

2.5 Tongues with Proboscises

With proboscises, the “tongue” may be:

  • Internal musculature that pumps fluids.
  • A secondary inner tube that extends further.

Design ideas:

  • Nested telescoping segments: outer sheath, inner flexible tongue‑tube.
  • Textured interior surfaces that help draw fluids or pulp.

Production:

  • Use translation and scale along a joint chain to simulate peristaltic motion.

3. Palates: Rails, Ridges & Air/Vocal Control

The palate is the roof of the mouth. It matters because it:

  • Guides food backward.
  • Provides surfaces to press food against (with tongue or lower teeth).
  • Shapes airflow for breathing and sound.

3.1 Hard vs Soft Palates

In many vertebrates:

  • The hard palate (front) is bony, ridged, and tough.
  • The soft palate (rear) is flexible tissue that can lift or close.

For creature design:

  • Give carnivores and omnivores rigid ridges on the front palate to help grip and strip.
  • Give herbivores broad grinding surfaces or ribbed palates to crush plant material.

Visual cues:

  • Raised ridges and textures along the roof of the mouth.
  • Color variation—palates can be dark, spotted, or even bioluminescent in fantasy creatures.

Production:

  • Usually palates don’t need complex rigs; texture and lighting sell them.
  • For certain creatures (roaring dragons, singing sirens), the soft palate can flex slightly as part of facial rigging.

3.2 Secondary Palates & Breathing While Feeding

Some animals have a secondary palate allowing them to breathe while holding prey or water.

In fantasy creatures:

  • Secondary palates can look like ridges or extra arches inside the mouth.
  • They can create tunnels or grooves for air or liquids to pass.

Design use:

  • Aquatic predators that keep swallowing while submerged.
  • Dragons that can roar while holding something in their jaws.

Production:

  • Mostly sold via modeling and textures; no need for complex motion unless the palate actively opens/closes like a valve.

3.3 Palates & Sound

Palate shape influences vocal tones:

  • High, arched palates → resonant, echoing voices.
  • Low, flat palates → muffled or growly voices.

For narrative creatures:

  • A bardic or siren‑type character might have a visually arched, smooth palate.
  • Brutish tanks might have low, rough palates with scar tissue.

Even if a player never sees it clearly, it helps you design consistent sound direction notes for audio teams.


4. Filters & Baleen Analogs: Harvesting the Tiny Stuff

Filter systems allow creatures to feed on small, abundant resources—plankton, spores, dust, micro‑insects.

4.1 What Is Baleen?

Baleen (in whales) is a set of keratin plates hanging from the upper jaw:

  • Each plate has fringed edges that trap small prey as water is expelled.

For creature design, “baleen analogs” can be:

  • Rows of flexible plates.
  • Comb‑like bristles.
  • Hairy or fibrous curtains.

Placed:

  • Inside jaws.
  • Behind beaks.
  • Along mandibles or even on proboscis walls.

4.2 Jaws + Filters

In jawed filter feeders:

  • Upper jaw may carry baleen‑like plates.
  • Lower jaw acts as a scoop.

Mouth cycle:

  1. Intake water or air.
  2. Close mouth, forcing fluid out through filter.
  3. Use tongue or throat muscles to gather trapped food.

Visual design:

  • When the mouth opens, a “forest” of hanging plates becomes visible.
  • Plates can have unique silhouettes (shredded, spiky, feathered) as a faction motif.

Production:

  • High‑detail cinematics can show individual plate motion.
  • In gameplay, you can treat the whole set as one deforming surface.

4.3 Beaks + Filters

Beaks pair nicely with filter systems:

  • Outer beak defines the scoop/pipe.
  • Inner filter combs line the opening.

Design ideas:

  • A pelican‑like lower beak with internal combs.
  • A long beak whose inner surfaces bear micro‑teeth or cilia.

Use for:

  • Aquatic or air‑gliding grazers.
  • Fantasy birds that filter magic motes or spores.

Production:

  • Filters are mostly texture + normal at distance; only hero shots need modeled strands.

4.4 Mandibles + Filters

Mandibles can incorporate comb structures:

  • Inner edges lined with bristles.
  • Secondary jaws behind them functioning as sieves.

Cycle:

  • Mandibles scoop substrate or fluid.
  • They close partially while inner filter structures retain food.

Silhouette:

  • At rest, filter combs may be hidden.
  • During feeding, they flare or spread open for a dramatic internal reveal.

4.5 Proboscises + Filters

Proboscises can filter fluids while they flow:

  • Internal meshes or rings that trap particles.
  • Segmented chambers where filters sit.

Design opportunities:

  • Chambers that glow or pulse as they fill.
  • Visible residue or growth on filter structures to show diet.

Production:

  • Most of the filter effect can be sold through VFX and shaders, not complex geometry.

5. Combining Systems: Tongues, Palates & Filters Working Together

Mouth interiors are combinations, not isolated parts. For each creature, think of the sequence:

  1. Capture – jaws, beaks, mandibles, proboscises.
  2. Filter / separate – baleen, combs, palatal ridges.
  3. Transport – tongue or tongue‑like structures.
  4. Pre‑processing – grinding between palate and teeth or mandibles.

5.1 Example: Aquatic Filter Grazer

  • Capture: Large jaw or beak scoops water.
  • Filter: Baleen analog plates lining upper jaw.
  • Transport: Muscular tongue sweeps trapped biomass into the throat.
  • Pre‑process: Palate ridges and tongue compress the mass before swallowing.

Design notes:

  • Interior silhouette: when the mouth opens, you see a layered interior (outer jaw, inner baleen curtain, tongue behind).

Production notes:

  • Simple jaw rotation + tongue translation + a shader for water/particle flow.

5.2 Example: Insectivorous Mandible Predator

  • Capture: Mandibles snap shut on swarms or single prey.
  • Filter: Fine combs on inner mandibles hold small prey as dust or chaff falls away.
  • Transport: Narrow tongue pulls prey back toward inner mouth.
  • Pre‑process: Palatal spines and tongue press prey against small grinding surfaces.

Concept art opportunities:

  • Close‑ups of mandibles parted, revealing layered inner mouth.
  • Threat animations where filters flare to make the mouth look more frightening.

6. Concepting vs Production: Using Internal Mouth Design Wisely

6.1 When to Invest in Internal Detail

You don’t need a fully engineered interior for every ambient critter.

Invest more effort when:

  • The creature’s attacks or skills involve the mouth interior (screams, breath weapons, siphoning).
  • The camera gets very close (cinematics, finishers, dialogue).
  • The mouth interior is a key part of the creature’s identity (filter whales, parasite bosses, siren singers).

Use simpler interiors for:

  • Background mobs.
  • Distant ambient wildlife.

6.2 Communicating with Downstream Teams

In your callouts, explicitly communicate:

  • Functional priorities: “Tongue is primary grabbing tool; baleen is mostly visual.”
  • Animation needs: “Filter combs open 30° on inhale, then snap shut.”
  • LOD notes: “At distance, filters collapse to a single dark mass; tongue motion not needed.”

This helps rigging and animation balance ambition with schedule.


7. Practical Workflow for Designing Mouth Interiors

Step 1 – Define the Feeding Strategy

From your diet choice, write one line:

“This creature feeds by (scooping, filtering, stabbing, licking, grazing, etc.).”

Step 2 – Choose Interior Tools

Pick:

  • Tongue type (none, pad, whip, forked, frilled).
  • Palate type (smooth, ridged, grinding, second palate).
  • Filter type (none, plates, combs, cilia, mesh, baleen analog).

Step 3 – Rough Interior Diagrams

On a simple side‑cut diagram of the head:

  • Sketch upper jaw/beak/mandible/proboscis.
  • Add tongue, palate, and any filters.
  • Draw arrows for the flow of food or liquid.

Step 4 – Design the “Mouth Open” Shot

Create one hero drawing of the mouth fully open:

  • Show tongue position.
  • Show how filters/baleen sit and how palatal ridges are arranged.
  • Keep silhouette readable—avoid turning the interior into visual noise.

Step 5 – Test for Readability

Shrink the mouth‑open drawing to thumbnail size:

  • Can you still understand that there are distinct layers (teeth → filters → tongue)?
  • If not, simplify shapes and use stronger value grouping.

Step 6 – Annotate for Production

Finally, add:

  • Labels for each structure.
  • Simple notes on motion (flex, curl, open/close ranges).
  • Indications of which parts are critical vs nice‑to‑have for animation.

8. Exercises for Creature Concept Artists

Exercise 1 – The Silent Grazer vs the Screaming Predator

Design two creature heads:

  1. A filter‑feeding grazer.
  2. A vocal predator whose roar matters.

For each, design:

  • Tongue type.
  • Palate structure.
  • Presence or absence of filters.

Make interior callouts: one focusing on baleen analogs, one focusing on sound‑shaping palates and tongue.

Exercise 2 – Internal Reveal Animation Board

Pick a mandible‑based or beaked creature.

  • Draw three frames: mouth closed, half open (teeth/beak visible), full open (tongue and filters revealed).
  • Make sure each stage adds new information rather than just more of the same.

This will help you think about mouth interiors as part of staged reveals in gameplay.

Exercise 3 – Hybrid Filter/Predator Boss

Design a boss that:

  • Filters small prey most of the time.
  • Can switch to a predatory mode, weaponizing filters or tongue.

Define:

  • Passive filter posture.
  • Aggressive posture (filters flare, tongue spears, or palates clamp).

Create notes for animation on how these transitions look in motion.


9. Closing Thoughts

Tongues, palates, filters, and baleen analogs might live in the shadows of your creature’s mouth—but they carry a surprising amount of storytelling and mechanical weight.

As a concept‑side creature artist, designing these systems:

  • Deepens the ecological and behavioral logic of your designs.
  • Gives you new visual moments to use in key art and action shots.
  • Helps differentiate one carnivore or filter feeder from another.

As a production‑side artist, clearly defined interior mouth systems:

  • Provide reliable blueprints for rigs and animations.
  • Reduce confusion about how a creature’s attacks and feeding should be staged.
  • Offer clear hooks for VFX and audio teams (suction, grinding, slurping, roaring).

Next time you design a head, don’t let the interior stay a black box. Ask:

  • What is this tongue actually doing?
  • What story does the palate tell about breath and voice?
  • Do filters or baleen analogs make sense for this creature’s niche?

If your answers are concrete and your drawings show those answers clearly, your creatures’ mouths will feel less like generic voids and more like believable, living systems—ready to be animated, lit, and heard in your final game.