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I'm trying to replicate this bat:

https://www.amazon.in/DSC-Scorer-Kashmir-Willow-Cricket/dp/B014R90AJA/ref=sr_1_11?s=sports&ie=UTF8&qid=1544122892&sr=1-11&refinements=p_n_pct-off-with-tax%3A2665401031

This is what I've done till now:

enter image description here

Now I want to curve the edges in a way similar to the reference image. How do I do that?

Beveling the corners isn't what I want. I need the highlighted edge to be curved similar to the path curve alongside it:

enter image description here

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Is it possible you've simply got too many polygons at too early a stage to get smooth curvatures easily?

This illustration may not be exactly what you're looking for, but shows the kind of variation you can get from a Bevel modifier and subdivision:

enter image description here

  1. Shows the mesh. A 2-segment Bevel modifier is assigned, by weight. The weights on various edges are adjusted to increase/decrease the intensity of the crease after subdivision (The lower the weight, the sharper the crease, relative to the base bevel width set in the modifier)
  2. Shows the Bevel modifier applied: what it's actally done
  3. 4,5 Show the result after 2x Catmull-Clark Subdivision.

I haven't gone all the way here - you could apply the Bevel, and go in to tweak the topology to remove any residual pinching, etc.

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  • $\begingroup$ This is clearly the kind of way it should be modeled nowadays: As fewer vertices as possible. Such simple shape shouldn't require 2k vertices to make. $\endgroup$ – L0Lock Dec 7 '18 at 13:51

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