Twisted shape isn't producing the results I want

I’ve been working on creating a doughnut in Blender, which is one that is going to have its own unique design. I’ve been trying to make it twisted, but the results aren’t what I’m wanting. I’m not sure what to do, because I’ve been following this tutorial on making these twists, but the current version I use is Blender 3.4

This is the video…

This is what I’ve been working on…
Funny doughnut test.blend (966.3 KB)

Thanks for sharing your file, that made it easy to diagnose the problem.

In this case your problem has nothing to do with you using a different version of Blender, though in general it’s a good idea for beginners to use the same version as the tutorial, because depending on the versions, Blender might indeed act quite differently (such as with geometry nodes). You can download different versions as portables, so you can easily use them without having to go through a full install.

Here your scale isn’t uniform; your Z scale is much larger than the other two dimensions, and that makes modifiers and lots of other operations go wacky. This is an incredibly common oversight, so mark it in your mind as one of the first things to check if something doesn’t go as expected. Apply your scale, and you’ll see when you add the second Deform modifier it will work as in the tutorial.

Also, I suggest to ask questions like this in #support:modeling, because most of us who try and help people don’t necessarily look in #artworks.

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How do I adjust the Z scale? I don’t know how that affected the whole thing.

When you scaled the cube up in the Z axis (but not the X and Y axes) in Object Mode to make it long and skinny, you made the object scale non-uniform. If you want to scale an object without it affecting the object scale, you have to do it in Edit Mode.

But if you forgot and scaled in Object Mode, or if you did that on purpose (because, for example, you wanted to see the dimensions while scaling) you can then apply the scale (CTRL-A → Scale or Object → Apply → Scale), which resets it all to 1.0 and everything will work as expected.

Thank you.

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I know I should say “thank you” more often, which is something that would benefit my reputation on this site. I know I shouldn’t talk about certain things, but my autism gets to me often.

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You know, as long as you contribute in some way positively to this site – whether commenting on people’s art, or liking their posts, or helping somebody with something you can help with, sharing your own art, however fledgling it may be, then occasional complaining won’t matter so much. We all have our bad days when everything gets on our nerves, when we find the weight of our lives too damn heavy, and when we’re just not going to be rational but we need to blow off some steam. The thing is to strive for some balance, and since this is a Blender forum, that might be easiest done by doing more Blender-related things – which should suit you, since you like Blender. And you like writing, which means as you learn more Blender, I think you’ll be able to create interesting scenes with it.

Hope you can now finish your funky donut. Looking forward to seeing what you make of it!

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I took care of that part, but now I have a doughnut shape that isn’t a fully closed ring. It looks like a doughnut keychain now, since it isn’t fully closed.

Funny doughnut test.blend (882.2 KB)

Now it’s due to your Subdivision surface modifier. As your geometry is closed and it’s not merged on the extremes, the subsurface modifier causes this effect.

If you delete the top and bottom faces, the problem will disappear. It would be good once you are done, to apply all the modifiers and merge the vertices to have a closed mesh. Mesh>merge>by distance in edit mode.

But to avoid having a difference in the faces angles at that point you should: first delete the top and bottom faces. Then apply the bend modifiers. Then merge the vertices, and at the end, apply your subdivision, but it’s not necessary if you prefer not to apply this one.

This should be your final result.

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Axis designation is inconvenient when using SimpleDeform.
In this case, it’s easy to solve with Empty.
Funny doughnut test_X.blend (1020.1 KB)

But his problem, in this case, is not in the bend modifier, but in the subdivision surface.

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Thank you for your advice! I figured that problem out. Now it should be easier for me to move on the next few steps.

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Why does your doughnut look so shiny?

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That’s probably because he is using a mat cap in the viewport. You can activate mat caps here.


This effect is only for the viewport. For the render, you need to adjust the materials in the shader editor.
You can also create your own mat caps.

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