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I've been literally trying to get this right for a couple hours on Blender but it seems like I get stuck every time.

This is what I'm looking for, but time and time again I've been stumped.

enter image description here

And a quick note, I have to add this boolean difference to it when it's sculpted out:

enter image description here

But when I go to sub surf it, this happens and it becomes very difficult to add loop cuts around them to fix it, actually they don't even show up at all and using the knife tool is too difficult.

enter image description here

Here's a cruder but see through version of the shape I'm looking for!

enter image description here

I know this is probably asking for too much but for all you Blender daredevils out there, a freshmen college student in product design calls for your help!

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  • $\begingroup$ so where exactly are you having the problem. the not-yet-freshman got it in 3 minutes? I don't see a problem. $\endgroup$ – Scalia Mar 11 '15 at 4:24
  • $\begingroup$ The part where I have to translate the drawing into a 3D model on blender! $\endgroup$ – William Turner Mar 11 '15 at 4:29
  • $\begingroup$ But... But...you just do it. make the profile and extrude it where it needs to go. $\endgroup$ – Scalia Mar 11 '15 at 4:35
  • $\begingroup$ See this question. then modify it to meet your needs. $\endgroup$ – Scalia Mar 11 '15 at 4:39
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    $\begingroup$ Very nice hand drawings, by the way! $\endgroup$ – wchargin Mar 11 '15 at 5:31
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You can do this with the bevel tool.

Start with a cube, in edit mode (TAB) select the edges you want to make round:

enter image description here

press CtrlB to use the bevel tool and set the parameters for Amount to 1 and Profile to 0.5

enter image description here

Remove doubles (press the Spacebar or press Ctrlv->Remouve Doubles)

enter image description here To make the first shape you describe extrude these faces:

enter image description here

For the second shape you'd need to make a cut before extruding:

enter image description here

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  • $\begingroup$ to soften the edges see: blender.stackexchange.com/a/23597/1853 $\endgroup$ – cegaton Mar 11 '15 at 16:10
  • $\begingroup$ i would actually turn on snapping, it looks like he needs a lot of accuracy in here. $\endgroup$ – Scalia Mar 12 '15 at 3:33
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I would recommend the following workflow.

  • Start with a UV sphere.
  • Delete all but two octants (leave the top right, front and back). To do this, select the equatorial and meridian edge rings (AltShiftRight mouse button RMB) and use the Rip tool (V), then mouse over each octant and use Select Linked (L).
  • Extrude (E) the bottom ring down to create a long half-capsule ring (upside-down "U").
  • Extrude the long ring out a bit, then create a face at the boundary with the sphere.
  • Extrude the top part of what used to be the long ring out a bit more.
  • Fill remaining holes with faces.
  • Bevel interior edges, if desired.

Here's a demo (warning: large gif may be slow to load; consider viewing this gfycat video instead).

Slow-loading gif; see gfycat link instead

You mentioned that you wanted to add subsurf. I would recommend against that, in this case. Instead, just use a sufficiently high-resolution UV sphere that everything is smooth already, and add a slight bevel to the edges. (I didn't really do this in my demonstration; you could be more careful.) See iKlsR's answer to "How can I make sharp geometric 3D models look more realistic?" for more information.

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