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I'd like to curve my object, but I'm considering two options.

The first one is to make the object up with lots of vertices, like a sphere can be. The second is to apply some kind of modifier curve to a straight mesh, as I've understood there is such a possibility.

Here's an awesome pen drawing of what I'd like to achieve:

Super cool curvy screen boomerang to throw at people

and here's my current even more awesome result:

current totally not curved render

Rather non-awesomely, they don't quite match. So if someone would kindly point me to the correct method to achieving a nice-looking solution with relatively low polygons, I'd be much enlightened

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    $\begingroup$ Some answers to this question may help you. $\endgroup$ – David Jul 27 '15 at 15:51
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enter image description here

Add some extra vertical loopcuts in your mesh, then select the middle loopcut. Turn on the proportional editing tool (O) in edit mode and select the sphere falloff, then grab (G) it over the axis (in my case the Y). Make sure the proportional size is bigger than the object (scroll your mousewheel).You will see a circle that is the proportional size. After that you can add a subdivision modifier.

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  • $\begingroup$ That got me this: imgur.com/RsMLulu. Still some work to do, but much further thanks to your technique :) $\endgroup$ – Kheldar Jul 27 '15 at 14:37
  • $\begingroup$ Can I do this with UVs? $\endgroup$ – Aaron Franke Nov 7 '18 at 4:29
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There are four basic ways to bend your object.

  1. Destructively editing it in edit mode
  2. A Curve modifier
  3. A Simple Deform modifier
  4. A Lattice modifier (or Mesh Deform modifier, they work nearly the same)

All have their pros and cons, I will briefly list them here.

Modeling in edit mode
Moving the edges and vertices in edit mode to make the curve, is sometimes the least desirable. After you have bent or curved your object, there is no turning back - it is now permanently curved. The plus side is that there is no extra work, just select some edges and hit G.

The curve modifier, where the mesh is bent using a bezier or nurbs curve, is over kill for such a simple curve. While it works well, you will probably spend more time setting up the curve object, then you would using other methods.

The simple deform modifier, explained in this answer, really is the best solution for your particular situation. There is no quicker or simpler way to make a shape like you want.

The lattice modifier, is extremely powerful. While it can do much more then a simple bend, I think it works quite well in this situation.

  1. Add a Lattice object around the text (scale it in object mode to fit the text)
  2. Add a Lattice modifier to the object and put in the name of the new lattice.
  3. in edit mode, edit the lattice so that it bends way you want (this part is very similar to the first method).

lattice settings


difference in the methods
Do note that there is a difference between the methods in the way the edges look.

Blend File

That blend shows the four methods explained above.

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    $\begingroup$ wow. Only if every answer was like this. $\endgroup$ – rmf Aug 7 '17 at 8:14
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To curve your mesh I would suggest to use the SimpleDeform (Bend) modifier.

enter image description here

Using a modifier will not help you to lower the number of polygons of you object.

Maybe can help you to decide in an interactive way the resolution of your curve, but the final geometry will have the same number of polygons as if it was created by starting from a sphere's edge loop.

enter image description here enter image description here enter image description here

A bigger number of transversal edge loops allows a higher resolution of the curve.

enter image description here

enter image description here

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  • $\begingroup$ Great method @Carlo Bergonzini! I don't know why, but somehow it works well for me only if I set the Empty as an origin point. Please see the screenshots: imageshack.com/i/exl1uY0Rj $\endgroup$ – Paul Gonet Jul 27 '15 at 13:29
  • $\begingroup$ I'm probably still missing something, but I get weird results. imgur.com/ZfSKNCj imgur.com/vDYfuSS $\endgroup$ – Kheldar Jul 27 '15 at 14:15
  • $\begingroup$ Apply the scale and the rotation. Modifiers act before the object transformations. @Gonzou $\endgroup$ – Carlo Jul 27 '15 at 14:40
  • $\begingroup$ @Carlo Bergonzini Thanks for a tip, works perfect now :). $\endgroup$ – Paul Gonet Jul 27 '15 at 14:44
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    $\begingroup$ The Bend happens around the local Z-Axis of the origin object. $\endgroup$ – Ben May 11 at 0:29
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You can do that quickly with Warp tool.

Make sure the cursor is located in the center of the object hit Shift+W shortcut, move the mouse to get the desired angle and use Alt button to disable bending clamp so the object bends on both sides of the cursor.

Note: Initial position of the mouse relative to the 3D cursor and the viewing angle can give different results.

enter image description here

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  • $\begingroup$ I experimented with your technique a bit, though it never gives me the symmetrical result. Maybe I should warp only a half of a mesh and then use the Mirror Modifier? $\endgroup$ – Paul Gonet Jul 27 '15 at 16:12
  • $\begingroup$ @Gonzou Yes there is no precise control with this tool, but to make it work symmetrical the initial position of the mouse should be exactly on the x axis, if its done from the view like in my screenshot. $\endgroup$ – Denis Jul 27 '15 at 16:24
  • $\begingroup$ I think the best way to use this tool is shown by cegaton here: blender.stackexchange.com/a/21707/2217 $\endgroup$ – Paul Gonet Jul 27 '15 at 16:29

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