How would you go about making these kind of twisted objects. The twist consists of multiple objects. Somehow I can't get the result using the Twist modifier.
Here's but another one, with a simple vertex and a curve.
First, start with a single vertex on 0, 0, 0. (Create a cube, go into edit mode and vertex select mode, select everything and right click > Merge > At Center).
Add a displace modifier along X.
Add a screw modifier along Z to get a nice circle.
Add another Screw along Z, this time to get a cylinder. You might have to check "Flip" normals if the normals are inverted. (Viewport overlays > Face Orientation)
Add 2 displace modifiers, along X and Y, to offset the cylinder.
Add a Mirror modifier to X and Y, set to bisect along X and Y, to get this kind of clover shaped cylinder.
Add a simple deform Twist modifier. Set angle to 360°.
Add 2 Displace modifiers to X and Y, and set the offset to either 1.707 or type
1 + sqrt(0.5) to get the exact value. (which will be rounded anyway by Blender)
Add two arrays along X and Y, set the count to 2 and the offset to relative -1.
Add a new Simple deform modifier set to Twist along Z by 360°.
Create a curve. Scale it way up. Add an Array modifier to your cylinders object and set it to "Fit Curve" and select your curve. Check "Merge".
Tweak the curve. Add a curve modifier to the base object and select the curve. You might have to tweak the Axis of the modifier.
Here's another, using only the default cube and an empty. It is important that the origin is set to the 3d cursor for both cube and empty.
- Default cube
- Displace Modifier to shrink the cube
- Weld Modifier to weld the cube into a single vertex.
- Displace again to move it slightly
- Screw Modifier (twice) to create a circle
- Array Modifierto create a radial array from the empty
- Displace again to space the circles out. (used to scale the circles with array offset.)
- Array again to create a second radial array of the first
- Simple Deform Modifier (twice). Twist, then bend.
Gif and sample file below :