

I was trying to edge loop the two surfaces but the upper mesh it's straight, I tried setting 64 vertices in both but because the shapes are different edge loops creates distortion, is there a way to make them the same? Or there's another way for joining smoothly these two shapes? 
- $\begingroup$ Hello, do you have an image of your reference object? $\endgroup$moonboots– moonboots2023-05-30 11:42:24 +00:00Commented May 30, 2023 at 11:42
- $\begingroup$ yes, just learned how to add it, sorry, first time in forum $\endgroup$Omaren– Omaren2023-05-30 11:59:53 +00:00Commented May 30, 2023 at 11:59
- $\begingroup$ no I mean what object are your trying to model? $\endgroup$moonboots– moonboots2023-05-30 12:01:24 +00:00Commented May 30, 2023 at 12:01
- $\begingroup$ First of all, in the file you uploaded those are two separate objects. To bridge the edge loops you need to join the objects with Ctrl+J. Then you have duplicate vertices on the bottom face of the upper object. It looks like 4 but there are 12. So select all with A, then M > Merge > By Distance. But even then I don't see where you have set 64 vertices...? The upper object has 70 overall before merging and 62 after merging. But even with 2 more, for bridging them the connecting edge needs 64 vertices, not the object as a whole. $\endgroup$Gordon Brinkmann– Gordon Brinkmann2023-05-30 12:14:24 +00:00Commented May 30, 2023 at 12:14
1 Answer
You'd better work a low-poly version rather than trying to fix a high-poly, but if we start from your version, first thing join the 2 objects (J), select all in Edit mode and merge the overlapping vertices (M), remove the bottom face of the top part, subdivide the bottom of the top part in order to get 64 vertices (first select 2 sides, subdivide 26, select the perpendicular sides and subdivide 4):
Then bridge the two parts with the LoopTools (you first need to activate the LoopTools addon):
Once bridged, you can tweak some parameters in the Operator Box if necessary (like Segments and Twist):
If it needs to be curvy, select the middle edge, scale it down and bevel:
- 1$\begingroup$ If you don't merge the duplicate vertices before subdividing the edges your solution can get messy very quickly ;) $\endgroup$Gordon Brinkmann– Gordon Brinkmann2023-05-30 12:43:47 +00:00Commented May 30, 2023 at 12:43
- 1$\begingroup$ Oh ok I'm going to edit $\endgroup$moonboots– moonboots2023-05-30 12:44:49 +00:00Commented May 30, 2023 at 12:44
- 1$\begingroup$ Yes it's just that I forgot I did it ;) $\endgroup$moonboots– moonboots2023-05-30 12:48:41 +00:00Commented May 30, 2023 at 12:48
- 1$\begingroup$ Remember to delete the bottom face of the top object so you don't end up with an internal face. Also consider CTRL+E - bridge edge loops, where you can set "blend surface" interpolation, together with increased number of cuts giving a smooth transition: i.imgur.com/gGscgKI.gif $\endgroup$Markus von Broady– Markus von Broady2023-05-30 13:14:34 +00:00Commented May 30, 2023 at 13:14
- 2$\begingroup$ @MarkusvonBroady The internal faces get removed automatically, at least if you don't change the default setting having Remove faces enabled, as it is shown in the screenshot. $\endgroup$Gordon Brinkmann– Gordon Brinkmann2023-05-30 13:29:41 +00:00Commented May 30, 2023 at 13:29









