Modeling (and adding material to a) frask

Yeah yeah, I know, it’s pretty simple to model something like that. But, you know, I’m SO stupid and SO noob that I’m finding it a little bit difficult :stuck_out_tongue:

Well, I started modeling the frask (a laboratory one) from a reference image that I found googleing. It’s a little bit RIGID :frowning:

Then I added a SubSurf Modifier, and I got something better, but in any case horrible :frowning:
I added a Loop Cut and I scaled the to middle edges, but there’s nothing to do. I’m not able:(

Finally I tried to Smooth it, but it has got no evident effect. The render:

Well, my question(s) are: have you got some nice advice that can help me modeling it? You know a simple and clean technique that allows me to cover the bottom of the flask (that actually is a circular hole made by 18 vertex)?
Do you know something that I can read about how to add a specific image (the scale and the logo of the maker) to the flask?

Thank you so much for the help you’re giving me, and sorry for the so nooby questions I’m posing :frowning:

For a quick technique that should take you less than a minute, you can try like this.

Using your background image, do a half silhouette like this :

Be sure that the 2 vertices at each end are aligned

Select one of the 2 extremities and click on Mesh -> Snap -> Cursor to Selected

Go on top view of you silhouette :

press A to select all the vertices.
Click on the Spin button

Check the Spin settings :

Set Degree to 360 (default is 90) and Steps to a higher number that fits your need (higher = more face = more “rounded” )

Press A to select all, then W then Remove Double (or Mesh -> Vertices -> Remove Double)
And finally press CTRL + N (or Mesh -> Normals -> Recalculate outside)

You should have a quickly made model :

That’s SO good!! Thank you VERY VERY much bro, really!
Only a question: what’s the better way to draw the silhouette? Add a mesh, delete all vertex but one and starting extruding it, or there’s a simpler way?
Anyway: THANK YOU :slight_smile:

Personnally i do it with the extrude, as i’m used to this method, it is rather quick. Probably some people would say “use a bezier curve” , but i never got better or quicker result personnally.

You could try the grease pencil in edit mode if you have a tablet (as drawing with the mouse is most unprecise when you need rounded parts) it’s like drawing.

Then have what you just drew converted into a curve (in the “press N” panel in Edit Mode, you should see a button “convert” in the Grease Pencil tab) and convert the curve into a mesh (in Object Mode click on Model -> Convert -> Mesh from Curve)

Problem is that doing this would give you a very lot of vertices, and even with a tablet, i’m not sure the grease pencil is developped enough in blender to allow many fine controls and tweaks, but i never used it more than once or twice to “see how it worked”, so i can’t say much about this function.

Thank you very much for the advice! If the site have implemented a reputation or a thanks button system, in this case it would mean: +1 :stuck_out_tongue: