An illustration on vanity, sorts of a memento mori.
I used a file “First 3 Gravestones” (https://skfb.ly/6Zx9T) by RBG_illustrations is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
And 2 designs(2d) to model baroque elements.
The shader uses the Fresnel, facing and ambient occlusion properties to define the areas; the hatched area is defined by a wave texture.
What else?
snake’s body modelling method is by stacking modifiers, i guess geonode can handle this too. But here it’s an old way. This method is polygon heavy by array and subdivision modifiers.
So i begin with one scale (add subdivision and solidify) adding an array on X then on Y (with an offset) to bundle a surface that you would array on Z after. The tricky thing is to place the origin point of elements according the deforming curve (because distance between mesh and origin is used by modifiers)
Deform this with a curve which is waistline. Then add an array on Z to define the length of body. Repeat this for ventral part.
That’s nice but here on old gear, render doesn’t work.[too many polygons]. So retopo is needed ;).