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).