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I want to create a mesh like below. enter image description here

I thought there are some ways to create this, but I don't think there is perfect way.

  1. Make a curve part of the wave and apply array modifier. It is very direct way but hard to manipulate the wavy edge I think.
  2. Make a wavy curve and roll it and extrude. It's easy to manipulate the wavy edge shape, but it will be a cylinderic shape, not a bowl.

Is there any better way for this? Or what's the better do you think?

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2 Answers 2

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That's a perfect use case for geometry nodes (that's of course just my opinion), so with a node setup like this:

enter image description here

you can do these things here:

enter image description here

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  • $\begingroup$ It is amazing but paradoxically decreasing productivity. You focused on the wavy edge, I mentioned though. As you can see, the example mesh has more details such like inner edge(sides are not perfectly sphere), sides angle(sides are not pointing perfect +Z) etc. I agree, it can be done by the code as well, however I don't think implementing is easier or faster than this one. But I will check as answer because showing about the geometry node system what I didn't consider. $\endgroup$
    – dngs365
    Commented Nov 14, 2022 at 2:41
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Start with a cube. Give it a Subdivision Surface Modifier (Level 2) and a Cast Modifier with the Factor set to 1. Apply them both in top to bottom order. This will give you a "round cube".

RoundCube

Select the top half of faces and delete them.

FacesGone

Select the top ring of vertices - select every other by using Checker Deselect

Checker

Move the selected vertices "down" on the Z-Axis, and then scale them in slightly to make them match the curvature of the rest of the "bowl"

MoveVerts

Add a Solidify Modifier and another Subdivision Surface modifier to make things rounded. Shade smooth to make it smoother:

Smooth

If you want more definition in the edges of the bowl, add a Bevel Modifier between the Solidify and Subdivision Surface Modifiers. You can play with some of these values to define slightly different "shapes" to the edges. I recommend increasing the bevel angle to 31 so it doesn't bevel the edges running towards the bottom center of the bowl:

BevelBowl

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  • $\begingroup$ Instead of moving the vertices down on the Z axis and scaling inwards eyeballing to keep the curvature I would rather double-tap G to edge slide the vertices down. $\endgroup$ Commented Nov 14, 2022 at 13:04

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