I really need some help!
I'm modeling this bottle, but I'm stuck on how to connect the neck and the lower body smoothly without any bumps or uneven surfaces. Whatβs the best approach to achieve a clean transition?
Well that is at the heart of good hardsurface modeling, sadly it's complex and not something you can type out on a forum post. But good topology is essential, trying to have all quads and edge flow so you can avoid all the pinching. I'd say first of all your mesh is too dense, there's too many loops and it'll be harder to control, you have to simplify your model, maybe start with 12 or 16 edges? You need to have supporting loops for the main shapes (red) and try to avoid the bunching up of edges (green), that is a result of having too much geometry though. There courses here you need to watch and follow along so you start to get the hang of modeling topology. I'd say Fundamentals of Mesh Modeling and Pothead, those will give you a good idea:
https://cgcookie.com/courses/core-fundamentals-mesh-modeling
https://cgcookie.com/courses/pothead-create-a-hard-surface-character-in-blender
Hi Gin Gin GGin ,
I'd start with a Boolean to get the shape right and then Apply the Boolean Modifier and do manual cleanup, or a complete retopology, if necessary:
You can also bevel the topmost vertices of a cube with CTRL + SHIFT + B. Then you get the result of picture 2. Maybe merge once afterwards to eliminate duplicate vertices. Then bend the lower small edge as in picture 3. Maybe adjust the mesh if necessary. I'm talking about the triangles in the rounding