# How to deform a surface 3-dimensionally with two curves

I was trying now for a few hours, no chance. As seen on the screenshot, I want to deform that triangle 3-dimensionally so that it looks a bit like a tent. The red marked edge and vertex on the opposing side (the anchors) have to stay right in place because I apply other modifiers in the next steps. I too apply the Mirror Modifier which is active on that screenshot.

I want to deform it as follows: the orange edge has to be deformed on the "Z" and "Y" coordinates to get the shape a little bit like the yellow curve. Same with the turquoise edge to its corresponding curve on the "X" and "Y" axis. The rest of the vertices have to follow proportionally. Well... I tried it manually by proportional editing, but that would be very difficult to achieve what I want.

EDIT: I edited my question so it would be understandable without a picture.

• With a simple shape like that, couldn't you start the modeling process with the curves that you want and bridge the loops? Jan 3 '21 at 16:16
• Hello, thanks for your answer. That would be an option but didn't try it yet because I assume that the surface would still be (almost) flat and 2.) as far as I know, two different curves produce two different amounts of vertices, so I would have to tinker. I imagine there is a lazy/pro way I would like to get to know. EDIT: Also I apply 4 other modifiers on top of that, so with that imagined way I would still have control over the result. Jan 3 '21 at 16:21
• Do you have an end-goal reference image that you could add? Jan 3 '21 at 17:20
• Yes, here: blender.stackexchange.com/questions/185584/…. I have everything of that ornament done except the defoeming of the end cap. Jan 3 '21 at 17:42

Ok, a triangle with one straight edge, two concave edges, and a concave bridge between them.

Let's start by making a triangle out of a plane like this:

Then delete only the face by selecting everything and pressing X, N.

Using individual origins (. for pie menu), scale the edges up until the corners are close enough to merge.

Press M and merge by distance. Increase the distance until the message at the bottom shows 3 vertices have been removed.

Select everything and fill with F.

Holding Alt, click twice on a boundary edge to select the whole boundary. You can then set the edge creases to 1 with ShftE.