So I'm making a lid to a jar and want it to have a slightly rounded rim that would visibly notch into the indent of the jar itself (think how a cookie jar's lid sits nicely) Though I'm unable to make a nice looking rim what'd be the best way?

I've tried extruding and scaling though that wound up insanely difficult to tweak due to the size of the tweaks (Should I just scale up the whole lid and then scale it back down when I'm done?)

I've tried making a bevel object but couldn't get it to line up not look right.

I also need to make an inside to the lid but that's fairly easy (to make it look like it has thickness)

What method'd be best for a complete novice?

Here's the model in question, if you want I could update with a version in wireframe/edit mode or add info if that'd help just tell me what you need to make recommendations! Rim


2 Answers 2


I think this sort of thing is much easier to work in the flat, keeping the vertex count low, and working under a Subdivision modifier

So, I've made a nice pot, and a lid. But the lid doesn't have an inside, and needs to fit a recess in the pot.

  • In Edit Mode CtrlD steal (duplicate) a profile loop, lying in the XZ plane, from the original pot, and P split it off into a new object.
  • Do the same with the lid.
  • Join the new profiles CtrlJ into a new object.
  • Assign a Screw and Subdivision modifier to the new combined profile, to make it back into a pot-with-a-lid.
  • You can now edit the profiles in place - if you don't show the modifiers in Edit Mode, you can flip back and forth Tab to Object mode to see how your work is going.

The picture shows the original profile in the vicinity of the rim, and 2 steps in the edit - using E extrusion on vertices to draw out new edges. Still in Edit, to make the inner dome,I created a new Circle mesh (unfilled) to add to the profile, moved and scaled it into the right place, deleted most of it, and O (Connected) proportionally edited it to keep it smooth inside. (Always keeping everything flat in XZ)

enter image description here

  • You have the choice of if or when to apply the modifiers, add bevels, whatever you like.

enter image description here

In short, this recommendation is: edit the profile, not the pot.

  • $\begingroup$ I don't know how familiar you are with modifier settings and so on.. if you do try it this way, and get stuck, let me know. $\endgroup$
    – Robin Betts
    Commented Nov 13, 2018 at 11:41
  • $\begingroup$ I never heard of editing profiles before so I'm honestly not sure how this works I'll try it out and fiddle around so I might figure it out on my own but that seems easier than how I was doing it (Which was zooming in so close I could hardly pan the view) $\endgroup$
    – Mira
    Commented Nov 13, 2018 at 16:50
  • $\begingroup$ @Jeff How did you make the pot in the first place? $\endgroup$
    – Robin Betts
    Commented Nov 13, 2018 at 17:40
  • $\begingroup$ Made a bunch of rings in a cylinder primitive and shaped them gradually that way, then I made another primitive to make the handle, duplicated it, rotated it 180 degrees and slid it into place after which I joined the handles and urn $\endgroup$
    – Mira
    Commented Nov 13, 2018 at 18:14
  • $\begingroup$ by gradually shaped it I mean I mostly scaled them in and out to make the curve $\endgroup$
    – Mira
    Commented Nov 13, 2018 at 18:59

The basic way to do it is to extrude down the rim then create the inner faces with successive extrusions, and put some extra edge loops close to the rim to make it sharper.

enter image description here

To make it smooth give it a Subdivision Surface modifier, and in the Tools panel (left of 3D View) press on the Tools > Edit > Shading > Smooth button

enter image description here

  • $\begingroup$ Okay I want to give it a rounded shape so I guess I'll need to make a bunch of rings would scaling the model up to do the changes then back down work or are there problems with that? Also how come your model looks so smooth with so few faces? Mine's a mess $\endgroup$
    – Mira
    Commented Nov 13, 2018 at 8:48
  • $\begingroup$ I've edited my answer, you need to use Subdivision Surface modifier and Smooth shading $\endgroup$
    – moonboots
    Commented Nov 13, 2018 at 9:23

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