Scientifically Mythical Illustrations

Walmor Correa Does Anatomical Drawings of Mermaids and More

If you have ever wondered about the makeup of mermaids, monsters, nymphs and even Spiderman, then you really need to take a look at Walmor Correa's artwork. A series of anatomical drawings that focuses on mythical (and Marvel) creatures, this collection is full of illustrations that truly belong in a science book of some sort.

Introduced to the world of art by his high school biology class, Walmor Correa became truly inspired to create his own pieces when his science teacher also introduced him to the works of Leonardo da Vinci. Since then he has grown this fascination for art and anatomy, imbuing them into his own artistic works.

Living and working in Porto Alegre, Rio Grande do Sul, Walmor Correa is currently engrossed with the idea of imaginary creatures.

Anatomical Drawings of Mythical Creatures
Exploring the inner workings of mythical creatures through anatomical drawings presents opportunities for innovative storytelling and merchandise development.
Incorporating Science Into Art
Blending biology and art can open up new avenues for scientific illustration, educational materials, and cross-disciplinary collaborations.
Fusion of Fantasy and Reality
The fusion of fantasy elements with real-world anatomical references allows for the creation of captivating visual experiences in entertainment, gaming, and fashion industries.

Industries Being Reshaped

Publishing
Publishers can capitalize on the trend of anatomical drawings of mythical creatures by releasing illustrated books, graphic novels, and art prints for art enthusiasts and fans of fantasy genres.
Education
Educational institutions and online learning platforms can leverage anatomical drawings of mythical creatures to engage students in interdisciplinary studies that combine art, biology, and storytelling.
Entertainment
The entertainment industry can explore opportunities for incorporating anatomical drawings of mythical creatures in movies, TV shows, and video games to create visually stunning and immersive experiences for audiences.
SCORE
5.3 out of 10
GENDER
30% Men70% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 81%
Activity 70%
Freshness 8%

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