# How to join two objects so that one conforms to the shape the other?

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?

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.

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

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

• 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). – Marc Dec 19 '15 at 19:04
• 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. – Marc Dec 19 '15 at 19:43
• @Marc good to hear you got it working! thanks for letting me know how you did it. – David Dec 19 '15 at 20:00
• Note: this will cause Z-fighting, which would be particularly problematic if the OP wants to use a glass shader. – PGmath Dec 20 '15 at 4:01

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.

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

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.

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

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

Adding a subsurf modifier will smooth the result desirably.

• 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! – Marc Dec 20 '15 at 17:55
• @Marc, Glad it was helpful! You may be interested in this page for some neat topo tips. – PGmath Dec 20 '15 at 18:57
• 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. – Marc Dec 21 '15 at 0:11
• @Marc - My bad, it's under the Specials [W] menu. – PGmath Dec 21 '15 at 0:12
• That worked ;) Thanks. Q though. When bridging edge loops do they need to have the same amount of edges or vertices? – Marc Dec 21 '15 at 0:32

Consider a boolean modifier with union option.

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.

• 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" – Marc Dec 19 '15 at 19:15
• 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. – atomicbezierslinger Dec 19 '15 at 20:32
• "Triangulate is a menu choice" - where do I find that menu? Hotkeys? – Marc Dec 19 '15 at 21:40
• @Marc Ctrl+T with selection – rodolphito Dec 20 '15 at 5:41