First step we need an eggs ! :)
Simple mesh with perfect uv's. I like nodes so I use Houdini, but free to use your favorite ;)
Ok now, need to import this one in Substance Designer and use it in 3D view :)
That is my final graph. I have 6 Output, basecolor, normal, roughness, height, ambiente occlusion and emissive. The idea is to use a slider for have a nice transition when I past of my Egg into at my Dragon. So Slider is my driver for magic transition.
What's happens in maps when I move my sliders ?
starts with the egg :
The scale shape : just played with directional warp, warp, bevel and curve :)
I duplicated tile generator for have an other scales. I used it for roughness and color detail
Flatten the contrast of the top of the egg and add some variations before to add dirt.
simple dirt
Color Map: I pass quickly this part ( but if you want detail tell me :) )
After this part of color, I use the World Spaces Normal (obtained with baked the model) for light the front, because my egg will be lighted with backlight only.
Ok now let's talk about the magic transition. Remember you the magic transition is driving by my Slider. Expose "opacity" of Blend node for have your driver ( default value 1).
So for the color I want to darken when my cursor approaches zero and replace the front of the egg with the color black
Last blend node use the same variable "opacity" that I exposed before. /!\ /!\ It's very import to use the same variable /!\ /!\
For the height map, it's similar except that I just want to replace the height on the front of the egg (I would keep the scale for the silhouette). I refine the output of the Slider by a level node and a blur HQ
for others maps it's same process except I replace by the maps of Dragon and not by the uniform color
roughness
Ambiente occlusion
Ok let's see the dragon and veins :)
The idea is to separate the members to be able to animate them 3 animations: legs and tail, arms and head. The crosses into the gif correspond at pivots we need for joint

Let's draw tail and legs ! I use super node of Daniel Olondriz ( thank you for your incredible node https://gumroad.com/l/gGuCU? )
Yes I know it's boring ( or not) but necessary if I want animate :)
Aniimmmmationnnn !
Fist step is to place correctly the pivot ( I'm sure there exist a best way for move pivot but that work and it's understandable). My rotation turn around my center of image so I need to move my tail and legs for place correctly the pivot I use safe transform for that and Transformation 2D help me to visualize the pivot. Pixel procesor is for animation, and the last Transform 2D move the draw in the correct place.
open the pixels processor now.
Tips : if you want see what do the result before try into Substance Players, you can replace $time by a Float and move the slider
And if you want learning more about Pixels processor I suggest to joint the group: Inside the node (Substance Designer) on Facebook, super cool community. <3 <3 Thank you Andrei Zelenco and Marco Vitale for this iniative. <3 <3
Let's continue with the body, just Blend ( Max light ) with the legs, the body don't move so don't need pixels processor.
next step it's a head same process that legs/tail ( move a pivot with Safe Transform, check the pivot with Transform 2d, put it in pixel processor for animation and replace in the good place with the last Transformation 2D )
I use same Pixels Processor for all animation part ( legs/ tail, head and arm). So same process for the arm, I mofidy the float value for make variation in the animation
breakdown
Dragon it's finish, let's see the veins. I use Craks Generator node
for create the blood effect animation I blend the same texture with level more contrasted, (multiply blend)
Animation is in Transform 2D in the offset
Let's open the Edit function graph. Here is my function for the animation
and for finish the emissive maps :)
I wish say thank you at #Weekend Projects for this challenge I really had fun to make this :)
let me know if you have question on this projet :)