It would probably be easier to explore SubD modelling for this kind of shape but I could see how you could maybe do this kind of thing by creating a coarse mesh representing the basic shape and then subdividing that with tools in Weaverbird for example.
Do you need to model the surface texture or just the general surface topology and shape?
Is the main purpose of modelling this in CAD to get a better estimate of the amount of bronze required or are you looking to automatically generate random variations?
It reminded me of a model of a molar tooth I did once… Starting with a coarse mesh that is then subdivided with Weaverbird…
You could define “legs” with varying radii along their lengths and a hull in the centre where they meet then subdivide and smooth the result. The Cocoon plugin and Dendro might offer ways of generating these organic shapes too.
Its really hard to give you an answer without knowing more about what you are doing.
I’ve attached the tooth file…
MOLAR.gh (39.3 KB)