View Full Version : modeling a bottle

04 April 2008, 06:51 AM

I started working on a bottle model. What would be the "proper" way to model the thickness for the bottle? I tried duplicating it and sclaling the duplicate and then merging to model the thickess, but at least so far it doesn't seem to work - any other ideas?
It's supposed to be a glass bottle (aftershave), so it would need to have a surface on the inside of the bottle also (since it's transparent).


04 April 2008, 07:55 AM
I was to saying this from Kim Aldis website but i have found it very unintuitive . I only got some success inverting the polygons.

04 April 2008, 08:01 AM
There's the "Solidify" script right in the Netview (model section). Select the unsmoothed object and run the script.


04 April 2008, 06:30 PM
Well, if I was doing a bottle my first thought would be to use curves to define the shape. I would then use the extrusion commands under model/create/polymesh. The other way is to go straight to using a primitive to create the outside shape of the bottle, duplicate that shape and make it smaller for the inside. You can then invert the polygons (under modify/poly. Mesh) of that smaller shape and merge the two pieces to make one object.

04 April 2008, 05:00 PM
Thanks everyone!

The solidify script - comanche's good tip - worked great, so I used it for this model. I did try before making a copy, scaling it down and fitting it inside the bottle, but I didn't get merge working very well on this, I will try to rember to try it out later on some other model.

Now, I'm starting with the cap of the bottle and tips on how to make the "grip" part on the gap would be nice :)
I could just take a cylinder and extrude every other edge slightly outward, but that would mean a lot of subdivisions on that cylinder. Any better techniques for that?

04 April 2008, 05:44 PM
Depending on how close you need to get to it it could just be a bump, normal, or displacement map. Do you plan on duplicating this bottle a lot?

I'm not sure that using geometry would produce a lot of polygons if you don't use subpatching etc. on it. If you're doing a lot of close in I'd go with geometry and then maybe think of using the mia edge bevel node...

04 April 2008, 06:00 PM
Well, it's just for practice (and demo model, if it turns out cool looking), but bump map certainly might look good and save the extrusions. Must try it, thanks!

04 April 2008, 05:29 PM

What would be good practice when a circular extrusion is needed on a mesh, that consists of quads?
See the screenshot, it's a cap for the bottle and there is a strap on top. Next I need to make a circular piece on top of the strap.
I already tried moving the points around - any better ways?

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04 April 2008, 05:29 PM
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