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How would I go about making an even swirl from the bottom to the top that is indented? I figure you would just insert it, but I don't know how to cut the swirl shape into the object.

I tried to use the knife tool but it doesn't make a uniform curve around the object. Object

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    $\begingroup$ unclear what you want , please elaborate $\endgroup$ Sep 3 '20 at 2:59
  • $\begingroup$ You could use a knife tool to cut a "swirl path", then select the whole path, bevel it slightly so it becomes a "channel", and then extrude the channel inwards (extrude faces along normals). $\endgroup$ Sep 3 '20 at 3:01
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    $\begingroup$ What do you mean by swirl? Could you add some drawing? $\endgroup$
    – lemon
    Sep 3 '20 at 5:58
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A way to do it is to start with a UV sphere which has a lot of rings. For instance, 360 rings or 720 depending on the amount of turns you want to give to the swirl. Keep segments as default (32 or so).

enter image description here

Having these many rings allows to proportionally rotate around Z the summit of the egg for n times 360 degrees.

Here set proportional editing on, set the fallog to linear, and use RZ360. Make sure the proportional editing sphere reaches the bottom of the egg. Repeat it for each turn you want to give.

enter image description here

Now select an edge loop joining the top and the bottom. Set proportional editing to smooth, and S to scale shiftZ to scale only on X Y and lower the proportional editing sphere so that it influences few vertices around the selected edge loop.

enter image description here

Can also animate the twist... using a simple deform modifier:

enter image description here

In that case, same principle but rotate nothing first just make the indent. Then add the simple deform modifier and animate the angle:

enter image description here

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You could do it this way:

  • Create a plane, rotate it 90° on the X axis, apply the rotation, subdivide it 20, then CtrlE > Un-Subdivide (Iterations > 1 in the Operator box):

enter image description here

  • Bevel and extrude the oblique edge:

enter image description here

  • Give it a Simple Deform modifier /Bend mode, with a Deform Angle of 360°:

enter image description here

  • Create a cube that contains the plane, display it as wireframe, scale it, subdivide it:

enter image description here

  • Give your plane a Mesh Deform modifier with the cube as Object, click on Bind. Select your cube, give it a basis shapekey then a second one, go in Edit mode and scale it so that it deforms the plane until it looks like an egg:

enter image description here

  • Give your plane a Subdivision Surface modifier, add some bevel to sharp the edges, apply the modifiers, fill the holes, etc...

enter image description here

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