Having never done any real organic modelling, I decided in August 2007 to attempt a draconic character based off the D&D blue dragon. While the project has come a long way, there are still some refinements and additions I'd like to make.
The model was created and rigged in Maya 7.5 using smoothed proxy polygon modelling. Textures are UV mapped and use colour, bump and specular channels. Both these and the joint weights could have used some more work.

However, I've decided to leave this project as it is and continue with new models - with my experience in Maya growing substantially since I worked on this dragon, I'd probably end up rebuilding most of it anyway.