Heya Ho, there,
I wonder something. Ok this is noob question so be warned.
How can I assemble to objects and make the intersection look soft? Let’s say I put a sphere on a cube. We will see the junction between those two. how do I get rid of that discontinuity?
I don’t know if my question is clear.
Thanks for your help dudes.
I.S.
In the simplified case you state, the easiest way I can think of would be to manually build a fillet.
- set the cursor to the center of the sphere.
- In an orthogonal view (say, side) add a mesh circle.
- scale/move the circle so that it has points tangential to both the sphere and the cube surface.
- select the extraneous vertecies on the circle. (The points that are neither between the sphere & cube, nor tangent points) to make a fillet arc.
- Spin the fillet arc and set verts to Smooth.
It takes longer to write it than to do it.
First of all, if you want to join two Meshes, you simply right click on them while holding down SHIFT and then hit Ctrl+J… If you wanna make the transision “smoother”, you will have to delete the vertices that intersect and then manually make new faces… (in case you don’t know how it’s done, you simply go in edit mode, select the vertices you want to join with a face and hit ‘F’…). Nahhhh, too much work… 
You can also use Boolean functions in Blender… It’s a really tough subject to explain in a few lines so I’ll try to spare you… You basically select the two Meshes and then press ‘W’… From the menu you choose the boolean function that suits your purpose best… Becareful because sometimes booleans in Blender, don’t work the way you wanted… Experiment a bit…
I hope it helps…
Spyros.
Word of caution: Save your work immediately before you use booleans. I don’t know if 2.28 is any better, but 2.25 would crash on me almost every other time. You have been warned.
Thanx for your help, guys.
I tried Karim’s method, but I still need a bit of practice to make it right.
Well, about Timonides’ methods…
I know about boolean functions, but as far as I know, it doesn’t change the shape. It just makes a new mesh out of the first two. Or did I miss something?
And deleting vertices and making new shapes must be hard when you use it on complicated meshes.
Then to Merc: 2.28 doesn’t crashes when I use boolean function. Maybe I’m lucky 
That beeing said, I’ve got another question:
When you model a body, how do you assemble the head and the torso? Those are very complicated meshes and the neck has to be shaped in a specific way. So no spin, I guess.
Thanks a lot for your replies.
Keep on blending 
I.S.