Had the chance to work on my world-building project today, so I decided to leverage what I've been learning in terms of proceduralism to work on some basic 'flesh-types' forms. This end result is a combination of houdini and zbrush work - the flesh type main geometry was generated in houdini using a simple mountain node, while the structure of the cube storage was done using remeshing and shortest path algorithms which were then expressed as polycurves.
Variations and additional structural work was done in zbrush, semi-manually, using primarily deformers and surface noise modifiers. I need to structure my time a bit better, which probably means going back to the brief and working on stages/milestones etc, as my time is pretty limited and I end up doing little random bits and pieces. Either way, this was fun to put together and I'm excited about the pipeline I've tested out.