"Smooth" two objects into one

Hi,

is there an option/solution as a modifier/script or something to connect/smooth together two objects into one?
Here is what I’m talking about:
http://www.image-upload.net/images/6ymzfjhj13kg8zw53nap_thumb.jpg

You see there are a box and a distorted half-sphere, and what I want is the object on the right (where I manually create/move vertices via subdivide/loop cut etc and connects together) and added smooth to the object.
In this case it was simple, no problem to connect those few vertices, but now I have another similar situation - much complexer - where could be great some help with a modifier (or something) that can do this thing.

Thank for help.

If the topologies of the objects differ widely, you might consider merging them then using a retopology strategy to create a new, smooth mesh. See this Blendercookie tutorial on retopology: http://www.blendercookie.com/2010/08/30/retopology-and-normal/

It’s hard to recommend a specific solution without seeing the meshes.

Yeah… I have had the same problem about million times and i have every time just did everythin by the manual way. Even it takes little time.

CD38
Hmm, thanks, but I think the purpose of retopology is not exactly what can be useful in this case.

ArMan
Ahha, so I’m not alone…

I can think of several ways to use modifiers like cast, shrinkwrap, or multires to get to a similar result, but they’d all result in crappy mesh topology once applied. Guess nothing beats good initial modeling.

It is all about planning really. You could simply have two meshes with the same number or target edges and select them all then use the F key to “skin faces”. This would bridge them together. I use a combination of so many things because there are so many situations. But as long as I have been modeling I have never seen a good automatic way to do anything like this. This is why modeling takes so long to do anything real good. Click Click Click! Have fun!

You can use that. You can also use shrink wrap. For both solutions you have to learn how to do it as a workflow for the final result. Shrink wrap for instance works very well if you baby it. For shrink wrap I use several applies during my session because the verts start to be hard to edit the further they are from origin. Applying it resets the origins and they become more malleable. Simply add another shrink wrap and keep going.

Again planning and starting out with a mesh that can easily deform to the target objects is best. And you can do several shrink wrap applies to this end as well.

Hmm, thanks guys.

Yeah, I think the same, the best results will be when we make it manually, no doubt. But I will start experimenting with this shrinkwrap.

I am surprised that no one suggested Boolean. Or you can just join the thing.

Boolean produces quite undesirable geometry. It also tends to produce artifacts unless your mesh is all triangles. It has its uses but it usually requires editing the mesh manually afterwards.