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I am modeling a bottle of 2 parts that need to be joined, however the bottom of the cylinder neck needs to conform to the shape of the bottle's body section. Is there a command that allows wrap these polygons to the polygons of another object's polygons? See below image and you'll see what I am trying to do. Or any suggestions as to the best method to wrap it accordingly?

bottle in two parts

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One way you could get the top to fit to the bottle is with the Shrinkwrap modifier. Here are the steps.

Start by adding a shrinkwrap modifier to the bottle neck. However, that will crush the entire neck on to the bottle, to get around that problem use a vertex group.
modifier settings

Select the bottom edge loop on the bottle neck and assign a new vertex group to it with a weight of one.
vertex group

Now use that vertex group in the shrinkwrap modifier (pictured above), and you will get the bottom of the neck to match the bottle.

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  • $\begingroup$ I followed the directions on answer #1 but it appears nothing happened even after I applied the shrink wrap modifier. Blend file added to my post. You'll see I made the vertice group and shrink wrap modifier added (but in this version not applied). $\endgroup$ – Marc Dec 19 '15 at 19:04
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    $\begingroup$ Update: Ok this answer worked ONCE I selected the downward vertice triangle icon / option in the modifier option (on your first picture it's the 4th icon over) "Adjust edit cage to modifier result". Then with a slight adjustment to 5 center front (and back) vertices on next edge loop up from the bottom, using "O" for proportional editing to push those vertices inward a little. $\endgroup$ – Marc Dec 19 '15 at 19:43
  • $\begingroup$ @Marc good to hear you got it working! thanks for letting me know how you did it. $\endgroup$ – David Dec 19 '15 at 20:00
  • $\begingroup$ Note: this will cause Z-fighting, which would be particularly problematic if the OP wants to use a glass shader. $\endgroup$ – PGmath Dec 20 '15 at 4:01
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Another possibility is to manually create a hole in the top of the bottle object and join it with the stem object. Though a bit more time-consuming this method will (as is usually the case with topology problems) usually give a better result than an automatic/procedural solution, especially if you are going to apply a subsurf modifier.

In this example I am using a very low-poly mesh to make the process visually cleaner and easier to follow here, but the same process can be used for higher-poly meshes just as well.

enter image description here

First take a square selection of the top faces and inset them with I.

enter image description here

Delete the inset faces, scale the resulting edge border to a circle with Alt+Shift+S, and flatten it with S > Z > 0. Then merge the overlapping vertices at the edges with Alt+M.

enter image description here

Now (in object mode) join the neck object to the bottle with Ctrl+J.

enter image description here

Select the two edge loops (as pictured above) and connect them with W > Bridge Edge Loops.

enter image description here

Adding a subsurf modifier will smooth the result desirably.

enter image description here

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  • $\begingroup$ WEOW!! ! Thank you for this and all the work it took to create this. This gives me a ton of new things to learn in blender! $\endgroup$ – Marc Dec 20 '15 at 17:55
  • $\begingroup$ @Marc, Glad it was helpful! You may be interested in this page for some neat topo tips. $\endgroup$ – PGmath Dec 20 '15 at 18:57
  • $\begingroup$ Sorry.. I made it to Selecting two edges loops and Cntrl + E but with that I command am given a menu, of which there's no option for Bridging. $\endgroup$ – Marc Dec 21 '15 at 0:11
  • $\begingroup$ @Marc - My bad, it's under the Specials [W] menu. $\endgroup$ – PGmath Dec 21 '15 at 0:12
  • $\begingroup$ That worked ;) Thanks. Q though. When bridging edge loops do they need to have the same amount of edges or vertices? $\endgroup$ – Marc Dec 21 '15 at 0:32
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Consider a boolean modifier with union option. enter image description here

Here is off center example. The union was applied by pressing the [Apply] button. Next triangulated to show primitive geometry. Edit Mode. All vertices selected.

enter image description here

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  • $\begingroup$ Tried this method. Selected the bottle neck added boolean modifier selected the bottle body object applied using Union. However when I selected Triangulate modifier there was no option of "primitive geometry" only "Beauty and clip" $\endgroup$ – Marc Dec 19 '15 at 19:15
  • $\begingroup$ Your are correct ... no such option, just words of explanation. Triangulate is a menu choice, not modifier. You can ignore this concept if your object is not animated, beformed, twisted, animated. Sometimes people want to see the vertex results of a boolean operation. Small objects in the background need less inspection. $\endgroup$ – atomicbezierslinger Dec 19 '15 at 20:32
  • $\begingroup$ "Triangulate is a menu choice" - where do I find that menu? Hotkeys? $\endgroup$ – Marc Dec 19 '15 at 21:40
  • $\begingroup$ @Marc Ctrl+T with selection $\endgroup$ – rodolphito Dec 20 '15 at 5:41

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