Turning on and off subdivision surface as we use loop cut to control smoothing more and make sure the details hold their form where needed.
Once the holding edges are inserted, select the inner bottle geometry and copy it into its own mesh layer, and cap the top opening using a Close Polygon Hole. The liquid needs to be scaled down ever so slightly so it is not directly on top of the bottle geometry.
Unwrapping the bottle using projection mapping and pelt unwrapping to minimize distortion. Explaining the thought process as I go. Will show use of C4D built-in UV texture
Packing our unwrapped UVs in a way that makes texturing easy and moving parts that don't require specific texture maps out of the way.