Specifically the holes in the mesh. Not sure the best way to approach this. I've tested using a Voronoi Texture with Displacement but to even get a somewhat similar design the polycount becomes too extreme.
Any Help is appreciated, thank you!
Specifically the holes in the mesh. Not sure the best way to approach this. I've tested using a Voronoi Texture with Displacement but to even get a somewhat similar design the polycount becomes too extreme.
Any Help is appreciated, thank you!
So many ways to go about it that it's hard to give a definitive answer, but here are some methods and resources you might wanna look at:
In order to keep a rather low-polygon mesh, you could create an icosphere, bevel all in Edit mode:
Select one of the resulting hexagons, then ShiftG (Select Similar) > Polygon Sides and AltE > Extrude Faces Along Normals:
Shade Smooth your object, give it a Subdivision Surface modifier:
In Sculpt mode, deform it with the Grab brush and others:
From Kuboå's answer I realize that you may need hollow holes, in that case remove the hexagons, give your object a Solidify before the Subdivision Surface:
Then deform: