# How to model glass with octogonal base and cylindrical top?

I'm struggling about how to model this kind of cup. How should I do it ?

This cup is something like a cylinder, with ends are straight edges with different resolutions

I'm not completely sure about the transition between the sharp faces and the circular part but basically you can try it this way:

Create a 8 vertex circle, subdivide it 7 times:

Keep only 1/8, array it around an empty:

Extrude up:

Create the mid-edge, apply the Array, round the top edge with LoopTools > Circle:

Create another edge, round it with LoopTools > Circle:

Begin to scale the edge loops, add some new ones:

Here is what it gives:

• This is my attempt, but I feel like it would require a whole tutorial. drive.google.com/file/d/1RiniLfwO4dYCLiLi2HLoKabjEU16VmWB/… Should I upload the blend? Dec 17 '20 at 22:14
• this looks good, you should propose your answer, are you sure about the circle in the middle though? Dec 17 '20 at 22:18
• I can't know for sure; but, in my experience, that is how similar types of glasses are shaped. You could also model the lower interior to be octagonal, but that would be more work. Usually the transition to the thicker material is not that noticeable once there is liquid inside. Dec 17 '20 at 22:32
• please submit your answer, I'm curious to know how you did it Dec 17 '20 at 22:39
• Excellent! This is what I looking for. Thanks a lot Dec 18 '20 at 4:53

# Step 1.

## Prepare reference Image

• Change the outliner to an image editor by pressing ShftF9.
• Drag and drop the reference image onto your desktop.
• Drag and drop the reference image into the outliner.

# 2.

• Press ShftA, M, R.
• Set Vertices to 8.
• Set Fill Type to Triangle Fan.

# 3.

## Delete Redundant Geometry

• Press Tab to enter edit mode.
• Deselect the vertices of one triangle.
• Press X, V.
• Press Tab to exit edit mode.

# 4.

• Press ShftA, E, P to add an empty.

• Press R, Z and type 45.
(or use the middle mouse button to select an axis)

• Select the triangle and navigate to the modifiers section of the properties panel.

• Click on Add Modifier and press A to add the Array modifier.

• Configure the modifier as shown.

# 5.

## Model

• Select the two outer vertices.

• Press W, S, F9

• Change the number of cuts to 2.

• Press E, Z to begin extruding upward to match the reference (about 2.25 times the radius).

• Set the Vertices to 24 (3*8).

• Set the Fill Type to Nothing.

• Delete the redundant geometry again.

• Select what remains by hovering over a remaining vertex and pressing L.

• Extrude downward leaving a mid-sized gap as shown.

• Press CtrlE, L to join the parts.

• Press CtrlR to add a support loop below the transition.

• Add these edge loops. Use E to align with neighboring edge loops and F to flip which one is used for alignment if necessary.

(The object has been darkened to increase visibility.)

• Change to face select mode by pressing 3 above the keypad or by selecting it from the viewport header.

• Press I, B to inset the bottom face without affecting the border.

• In vertex select mode, select the bottom, center vertex.

• Press Z to toggle wireframe mode.

• Move the vertex up until it looks good.

• In face select mode, select the bottom, center face.

• Inset the face two more times as shown.

• In edge select mode, press G, G to move the middle edge about halfway back as shown.

• In vertex select mode, select the two vertices shown.

• Press J to join them with an edge, splitting the ngon into a quad and a tri.

• Press and hold . on the main keypad, drag the cursor to the right, and release to switch the pivot point to the 3D cursor.

• Hold Alt and click one of the top edges to select the loop.

• Press E, S, ShftZ to extrude and scale inward in the XY plane.

• Click the icon on the array modifier to disable the modifier in edit mode.

• Pres E, Z and extrude straight down a small distance as shown.

• Angle the view as shown to see the profile more easily.

• Extrude straight down to just above the transition.

• Extrude two more times as shown.

• Press Ctrl+ on the numpad to grow the selection.

• Scale inward along the XY plane so that there is a gap between the inner and outer surfaces.

• Press Ctrl- on the numpad to shrink the selection.

• Press E, ShftZ, 0 to extrude and scale to the center along the XY plane.

• Add edge loops as shown.

(To add multiple equally spaced loops, scroll the mouse wheel or type the desired number.)

• Add a simple deform modifier.

• Configure the modifier as shown.

• Exit edit mode, apply the array modifier, and delete the empty.

• Enter edit mode again and disable the simple deform modifier.

• In face select mode, select the area shown.

• In vertex select mode, deselect the middle vertices as shown.

• Press CtrlB and adjust the width of the bevel.

• Before confirming, scroll up once to change the number of segments to two.

• Also before confirming, press P and type 1 to set the profile.

• Okay, you can confirm now.

• Exit edit mode.

• Hover over the array modifier and press CtrlA to apply it.

• With the cursor in the viewport, press Ctrl2 to add a subdivision surface modifier.

• Press W, S to shade smooth.

• If the shading doesn't look right, press ShftN in edit mode.

# Presto!

• Gorgeous result. Only problem, I had to scroll for about 20 minutes to UV it ! :D Dec 19 '20 at 17:31
• Yeah, I'm thinking next time I should make it less beginner friendly lol. Dec 19 '20 at 17:41
• @Robin I think it nicely builds a suspense that way :). I felt like I earned the final result... Dec 19 '20 at 19:02
• nice! it could not be more detailed, longest scroll in BSE, ah ah Dec 19 '20 at 19:27