Modeling a plastic bottle with real polygons

How can I model this plastic bottle with real polygons?

As you can see, here are two waveforms:

Update: Thank you very much for your answers! I was able to create this first wavy edge, but I am not able to create the second wavy edge with the answers below. When I add the shade smooth or subdivision surface, errors occur.

• Welcome to Blender SE! What have you tried so far to model this bottle, what causes you trouble?
– YPOC
Commented Aug 16, 2023 at 8:29
• Hi, Jasurbek.. Folks have been answering this question on the assumption that this is a transparent bottle, in which case the 'second wave' is actually the first wave, seen through the back.. there are only 2 peaks, and 2 troughs. That seems reasonable, given this reference. Could you give another view that illustrates the 'second wave' better? Commented Aug 17, 2023 at 7:51
• Check out this tutorial, it may be helpful to you. youtube.com/… Commented Aug 17, 2023 at 8:15
• you mean like this? snipboard.io/2tCuEs.jpg Commented Aug 17, 2023 at 9:13

You could begin by a 32 vertex cylinder, create some horizontal edge loops and scale them down to follow the profile:

Symmetrize your cylinder on X and Y with the Mirror modifier, draw the wave with the knife tool:

Draw some other edge loops in order to change the topology around the wave:

Extrude the bottom with AltE > Extrude Faces Along Normals:

Give it a Subdivision Surface modifier, shade smooth, bevel if you need sharp edges:

• Thank you very much for your answers but i was able to do this but i can't make the next wavy edge for example Commented Aug 17, 2023 at 3:02
• Oh OK m bad I thought it was the same wave we could see by transparence, your first image was rather low quality Commented Aug 17, 2023 at 8:47

You could start with a cylinder with ✲ CtrlR loopcuts, ⎇ AltX in x-ray mode use C brush select, $$\color{#888}{█}\color{green}⬆\color{#888}{█}$$ mouse wheel up to decrease brush size, mark just "one" vertex (opposite vertex will be selected too because of the x-ray mode), O enable the proportional editing* and GZ move those vertices up, again using the mouse wheel to control the influence so the falloff at the edge of influence is nice:

Then like in moonboots' answer, you can extrude the bottom part:

And finally still with Proportional Editing enabled, scale the top down, plus shade smooth, subdivide (✲ Ctrl2)…

• Thank you very much for your answers but i was able to do this but i can't make the next wavy edge for example Commented Aug 17, 2023 at 3:01