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I have been trying to model this asset for a few days but I cannot get it right.

enter image description here As everybody can see in the image above (thanks to Jachym Michal) for modeling this object I used an image reference and a grid. With my mesh as it is I have encontered with two mayor problems:

  1. I have got the general shape down but with that messy topology I can't extrude it.

  2. I have modeled the tubes of this thing (the cylindrical object that appear on the image) but I don't know how to joint it to the grid mesh.

For what I got it could be saved or should I start from scratch?

I hope that someone can help me out.

Postdata: I have attached the blend file for anyone who wants it.

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    $\begingroup$ Hello :). Thanks for sharing your file. Please also add some images to your post, and specify what part causes you trouble. That will make it easier for others to help you. $\endgroup$ Dec 15 '19 at 9:00
  • $\begingroup$ I can't add an image at the moment. But with the blend file you will see clearly where i'm stuck on. I just used a reference pic and a grid mesh which I subdivided the verts to get the shape. But when I want to extrude it, its messy and I dont know how to add the little tubes at the end of grid. $\endgroup$
    – xscx
    Dec 15 '19 at 9:28
  • $\begingroup$ Without an image, its hard to tell, but you might be interested in a variation on this answer $\endgroup$ Dec 15 '19 at 11:48
  • $\begingroup$ blender.meta.stackexchange.com/questions/2449/… $\endgroup$ Dec 15 '19 at 15:27
  • $\begingroup$ Well.. Thanks @Robin Betts for offering a solution. Although I'm still stuck on how to model it. As everyone can see what mesh i have. I hoped to see someone tell me if I what I had could turn into the image renference (Thanks to the person who added the screenshot to the post). Oh well another question of mine without answer... $\endgroup$
    – xscx
    Dec 15 '19 at 16:56
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Here are some tips for modeling a very simple blood bag.

1) Use Subdivision modifier to get that smooth shape.
2) Use Mirror modifier for perfect symmetry.
3) Keep quads everywhere, so you can use loop cuts

enter image description here

1) Inner and outer shape
- start with a simple plane and create the inner shape
- add loopcuts, move vertices.
- use Subdivision modifier to get the smooth shape.
- Use Mirror modifier for perfect symmetry and to save time. enter image description here

  • use the same approach to create the outer shape
  • make sure it connects nicely to the inner shape and there are no n-gons

enter image description here

  • position some loopcuts for the tube openings.

enter image description here

2) Add some thickness
We need some thickness to create tube openings.
You can add some loopcuts inside the edge to better support the geometry. enter image description here

3) Create tube openings (you can apply the Mirror modifier before that)
- add a circle and prepare an empty the loop on your bodybag (by removing the faces inside)
- connect through Edge > Bridge Edge loops.
- make sure that the number of vertices is the same. (8 in my case)
- If you want more vertices in your circle, just add more loopcuts.

enter image description here

Add some loopcuts for sharper edges. enter image description here

Here is the file:

And the reference image I used:
enter image description here

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