Effective modeling workflow strategy for abstract curvy shapes?

I’m looking for effective, idealy non-destructive modeling workflows to create non-symmetrical, abstract shapes, like those ones:

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(all images taken from pinterest.com)

The deal here is not to recreate those shapes based on the pictures. It is about how to create them from scratch. I tried different methods using curves and nurbs surfaces, but all this failed. Sculpting does not work well either, because if you try to do shapes that are interlinked without intersecting their own surface, sculpting is not the way to go. Pure polygon modeling with subsurface modifier comes close, but is pretty tedious. The workflow should focus on form and proportion, not on pushing verts around.

So what would be the best way to create such curvy shapes? What is your experience? Any advise would be helpful!

(This question is also posted on blender stackexchange)

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Isn´t that what this Tissue addon is good for?

Not in a whole. With tissue, you can tesselate already exsisting meshes. Creating such shapes would not be possible with it, at least as far what experienced with tissue-addon.
Thanky for the feedback anyway!

Ah, ok. Perhaps it would be effective to so something like this with NURBS. I´ve never used Blenders NURBS, so I don´t know how good or bad they are. Perhaps it would make sense to use something like Rhino.

To me they look a lot like procedural shapes, probably the result of stacking lots of modifiers. You should try to start with a simple subdivided mesh then clone it with the array modifier and deform it with a curve or a lattice, or even both.