Let's call it the last one of the series for now, I need a change of place and a change of mind from texturing.
So here we are, this is me trying to get use to hard surface modeling on the same bust model I've been practicing on for a week. Boy, doing hard surface modeling that looks good is a challenge. From getting the model right, to the faceting right, to the beveling right, to the subdivision right.. There are just so many things to get.. RIGHT, or anything else just looks bad and soft.
That #bygen addon by #curtisholt is an incredible tool for creation. It helps you get a direction going, gets the juices flowing, and from there you can start working on the design you have in mind.
The gooey thing in the middle is basically just a bunch of subdiv', smooth mods and wireframes, stacked on top of each other for an organic feel.
I tried to bring some depth to the scene, but because of the HEAVY face count and HEAVY material computation, my preview of the final scene was quite bad, and the rendering tool 10+ hours (my computer is a potato, send me a new one please). Be cause of that, there are adjustments I couldn't do, and I'm thinking mostly of the depth of field that I'm not happy with at all, nor the texturing of the background.