What has he done?

I received this blender file belonging to another designer by a third person. I opened it and now am analyzing the objects to learn some things (they were four shapes and I deleted two).

Some things are new to me in this project that one is seen with blue lines or edges. The body seems to be converted to something that I don’t know what it is. One of the odd attributes is that it can not be subdivided in edit mode.

Please inform me how the body is made (with a cube?) and what are the twin blue lines, and why it can not be subdivided?

Those aqua colored lines indicate that those edges have been marked as sharp.

Before

After

This sounds like some of the mesh has been incorrectly modeled or structured. Sometimes this issue can be caused by hidden, duplicate vertices. You can remove duplicate vertices by doing Merge by Distance.
Hotkeys:

  • Edit-Mode → M → Merge by Distance
    or
  • F3 → Merge by distance
    or
  • RMB → Merge Vertices → Merge by Distance.

It is difficult to give any solutions because you’ve only shared a screenshot. Providing a blend file would help fasten the process as well as narrow down the list of potential solutions.

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Hello, RPaladin

Thank you very much for your nice response, it was so helpful, but as I’m still working on it to find out its other techniques and probably will raise some other questions, I have to select your solution later.

The size of the file is 17 MB. Is there any way I can send you the file so you can inform me about all its basic techniques?

Can you copy just the body of the flask into another file and upload that?

You are right :slight_smile:

This solution did not come to my mind. I deleted all other similar objects and retained one. Now the size of file is 2 MB

The file of the object:

medic .blend (2.0 MB)

I can see nothing wrong with the model: of course, you have to add a subdivision surface modifier to create the curvature

I had no problem subdividing in edit mode.

The dotted line shows a relationship between the object and something else; it seems to be a child of the empty Daro:
image

https://docs.blender.org/manual/en/latest/scene_layout/object/editing/parent.html?highlight=parent

In the file your shared, this relationship is not present.

I want to know how the designer create the object (before subdivision)?

Has he used a cube as a base for the body?

Has he used a cylinder for the tall cap?

How did he shape the six convex strips and the numbers of the concave strips around the tall cap (has he used array)?

Other questions later will be posted.

Hi, Rpaladin

I used merge by distance. It not only doesn’t remove the blue lines but also collapses the shape ( by changing the merge distance value)

For the main body, you can go about it like this:

  1. scale a cube to the desired height
  2. extrude and scale the sides (alt-e, extrude along normals)
    3)extrude the top
    4)add edge loops around the top (ctrl r, scroll)
  3. select the created edge loops and bevel
  4. extrude the created strips inward (alt-e, extrude along normals)

However using a cube in order to create a cylinder via subdivision will lead to noticeable deviations from a circular shape; using at least 8 vertices (instead of 4) is recommended, so I’d start with something like this:

As for the cap, start with a cone or cylinder with a vertex count dividable by three, select all faces on the circumference and use checker deselect to select only every third face, then extrude along normals:



then maybe continue like this:
image
image
(you can use grid fill for the top)

bottles.blend (126.3 KB)

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Many thanks

It was a perfect instruction herein, though I didn’t understand some little parts:

1- Creating slopes on the top of the strips (should I select points or edges?)

2- Where is grid fill, and how do I do that?

Nevertheless, I realized how the designer created the parts.

The story of this object is this:

On a freelancing website, an employer offered this sealer bottle. He sent a small picture as a pattern. I offered to him that I would do that with Rhino, but he delivered the project to the person who created this object in Blender.

After a few days, the employer sent me a message that the freelancer could not make the particular label and project it on the shape. He delivered the project to me, and I created the bottle with Rhino. He also sent me the Blender file of the designer (as you observed here).

After finishing the project, the employer announced to me that he needed just a .glb format for the project. Rhino hadn’t such output, and I found it in Blender.

Inevitably, I exported the object from Rhino with .obj format, imported it into Blender, took a .glb output, and sent the employer.

Tomorrow day, he asked me, may I reduce the number of the polygons of the .glb file to less than 10000 ( the number was about 18000)

As I was not familiar with Blender much, I couldn’t do that, and the employer announced that he delivered the project to the first freelancer again, though he paid me a part of the wage!

Afterward, I became regretful about why I could not work with Blender perfectly.

I opened the blender file of that freelancer and saw his work was admirable, but I didn’t know the techniques he had used in Blender. Thus I decided to learn Blender more than in the past.

I tried to find out how he has worked and which techniques he has used but could not discover them and had to ask here.

  1. I created the slopes in the following way:
    1.a: add an additional loop
    image

1.b merged the vertices one-by-one (press M, at last) (however, I use MachineTools, highly recommended free add-on, that speeds up this process a bit)
image
image

probably, at this stage you could also use a circular array to exploit symmetry

Then I just selected the top part and scaled:
image

For grid fill, select a loop with an even number of vertices and press ctrl-f
image

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Thank you so much

I learned a lot of basic things from you :slight_smile:

But there other two or three questions about parts of this object and I will ask you, experts.

Unlike the bottle body which is a low poly shape and is from a simple cube with sharp edges, the selected part seems otherwise. The drawer seems to have used a “subdivision modifier” for this part, but I don’t see any sign of subdivision in the layer!

I didn’t see any basic low poly shape of this part and don’t know how the designer created this part and how smoothed it that is different from the bottle body?

I guess the designer just added a high-poly cylinder, and used Checker-Deselect to create the grooves.

Oh yes I understood. When a cylinder is added, a property table appears and by increasing the number of vertices the cylinder changes into a high- poly one.

Okay

May I ask where I can find Checker- Deselect?

can be found here:

Dear master, LordoftheFleas

I put away the bottle and am exercising your lessons now so that they are fixed in my mind and don’t forget them later.

In my opinion, Blender is nested software with many different commands and terms. Your golden instruction (and also other seniors) was like a runway. Now I know how to fly, although I am still needful to learn many techniques with you, teachers.

Now I don’t have any more questions about the bottle, because I know how the designer made that. In this journey, I learned many things, but I know I need you in the future to learn more and more

Thank you and best regards :slight_smile:

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