Jane, again hello. I forgot to write you a very important thing. When we built the spiral, we need to drop the FFD 2 * 2 * 2 modifier on top of it, enter the control points in it, select all the upper control points and use the uniform scaling tool to pull them to the center. Like this:
Then build our loft object, after the basic shape of the shell we arranged (the number of curls, the size of circles, etc., by the way, use only 2 circles, the greater number gives more polygons, and in general we do not need it) we open The following list in the modifier of the loft: Skin parametries: there show numerical values like mine on the screen, this will reduce the polygons:Then the most interesting, we will try to create a shell shell, the so-called ribs. Select our shell, I have it green go to its loft modifier, go into the deformation and click the Scale, that is, the deformation on the scale, thus this window will open:In this window there is a red line, this is our unfolded path, our spiral, with it we will work. We insert additional points, we translate them from the "angle" type to the "bezier-corner" type and try to achieve a similar shape for the control knobs:With all this you will notice how the ribs appear on the shellThese points can be used to build a shape in different ways, tighten ribs somewhere, widen them somewhere, ribs can be made larger and smaller, and so on. But you need to know that the lofting model once comes to an end, the model is translated into poly and is being finalized already there, so without poly, you will not manage in any case. It's important to find the side when the lofting simulation is already getting heavy, and it's easier to work in the polymodeling. Good luck!