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I'm trying to model something like the object on the left side of this photo:

enter image description here

I need to get a shape that is basically a sphere with two flattened areas, one at the bottom and one on the side with an angle. The part I'm having trouble with is getting the shape while maintaining a clean topology.

The best base topology seems like a cylinder, I just can't find a way to deform it perfectly with the Simple Deform (Bend) + Cast (Sphere) modifiers.

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  • $\begingroup$ so you don't need to make the central object? $\endgroup$ – moonboots May 20 at 18:30
  • $\begingroup$ no, just the one on the left $\endgroup$ – Ryan May 20 at 18:32
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To make a sphere with flat faces:

  • Put your picture as Background Image.
  • Create a cube and W > Subdivide Smooth.
  • Cut it with the knife tool (K to activate, Z to cut through, C to cut perpendicularly).
  • Use V to separate the pieces you want to delete, then delete.
  • Clean a bit the rim with some merge (alt M).
  • Extrude to create faces, merge at center.
  • Give it a Subdivision Surface modifier and click Shading > Smooth to smooth.

enter image description here

I've tried a more detailed version, with the button holes etc... In that case a UV Sphere seems better to begin:

  • Put your picture as Background Image.
  • Create a UV Sphere (48 segments, 24 rings), keep a copy on another layer, give this copy a Subsurf modifier.
  • Rotate your original sphere 45°. Give it a Shrinkwrap modifier with the copy as Target so that the shape of the original will stick to a sphere shape during the next operations.
  • Cut the top of your sphere, align the rim to the picture’s rim.
  • Cut 2 holes on the side, extrude and scale to create 2 circles for the buttons (use W > LoopsTools > Circle, or shift alt S).
  • Cut the base with the knife tool (K to activate, Z to cut through, C to cut perpendicularly).
  • Apply the Shrinkwrap modifier.
  • Make some extrudes for all these holes.
  • For the sphere's « equator » make a thin bevel and extrude .
  • Etc…

enter image description here

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I would recommend using a boolean modifier, as that means you don't need to change the model topology at all. Create a sphere, the create a cube and position it over the sphere such that the cube overlaps the part of the sphere to be removed. Then put a boolean modifier on the sphere and select the cube, and select 'Difference'. Select the cube and press h to hide it, and you should get a nice, clean cut out of your sphere.

See an example in the image below: bool

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