Stinger
Stinger is based on a wasp, not overly keen on wasps to be honest
The branch in this picture was created by switching between curve and mesh objects,
Step 1 : create a curve in a branch shape and give it a Depth
Step 2 : convert the curve to a mesh and give it a thickness (growing outwards)
Step 3 : duplicate the branch mesh, remove the thickness, add a sub-surf modifier and in edit mode, select all the faces and then delete ‘only faces’ so that you are left with the wire frame of the branch
Step 4 : convert it back to a curve.
Step 5 : apply a depth to this new curve object and then convert back to a mesh, this creates a curvy lattice
Step 6 : back to the main branch, delete some of the faces so that the underlying lattice can be seen.
The flower was created using a different method to the branch
Step 1 : add a sphere and give it a sub-surf modifier
Step 2 : distort the sphere into an egg shape and add a rotation to the mesh using proportional editing
Step 3 : create an inset for each face of the sphere and delete the inner face of each inset
Step 4 : add (and applied) a thickness modifier to the mesh
The sky was created with a procedural setup based on the one in the Sardi Pax Giant’s causeway tutorial.
The branch material was a combination of a brushed metal and a rust material mixed together using a noise texture.
The mech wasp (stinger) was pretty straight forward and is pretty much just a bunch of hardbody objects put together, looking through my various blend files for this it seems that I didn’t use an armature for manipulating the legs or tail which seems kind of limiting, (might change that at some point).

















