Those are pretty cool, and on the subject of dragons, I revisited the dragon concept I made a while back by modeling it in Blender, since I decided to tackle that project again for NaNoWriMo this year:
I know the proportions are still off for an adult dragon, but it's deliberate. The aesthetic is inspired by Spyro and is supposed to be a smaller and cuter design than typical dragons. Maybe it's still too much regardless. I fixed the fore paws being too wide at the wrist but couldn't rerender it right now. (Actually, what should they be called? Fore feet? Fore paws? Claws, like on birds?)
Anyway, I planned to 3D print this so the texturing and lighting for the renders is very bland and simple. Got to figure out how to slice it up to print correctly.
If nothing else, I learned a few very useful things while making this. I really wish I'd learned about multiresolution sculpting before now. It made adding detail to the base mesh a breeze while still allowing it to be rigged in a sane way. I may just skip initial sculpts in the future and do constructive base meshes that I multires sculpt on, so I don't have to retopologize. The feathered crest sucked, on the other hand. Blender can't rig NURBS curves, and even converting them to a mesh first didn't work since it failed to rig the meshes for some reason. I ended up leaving them as curves and manually tweaking them for the pose. I used the wolf Rigify metarig as the base, and again struggled with the facial rig. Ended up having to sculpt fixes to it for the final pose.