Trying to create a dent on 4 sides simultaneously on a roundish square bottle. But first in order to get it symetrical I should find away to select the same face area on each 4 sides. Ideas? Suggestions?
Using high dense objects in this kind of modeling is wrong.
Low density topology is more easy to manipulate
I would suggest using subsurface modeling.
- Add a cube and subdivid it one time and scale the middle loop inward a bit.
- Add a subsurface modifier.
Now extrude couple of time to get the shape of the mouth of the bottle.
Use the circle operation from the loops tools to get a perfect circle at the top.
- Add a bevel modifier and set it to weight,mark the lower loop with edge bevel weight,This will make the lower loop a sharp one.
- To add the indentation we will select every side and insert a face using the insert tool with the ratio 0.5 and then by using the circle tool,convert it to a circle and then scale it with the factor 0.8 in its axis.(make sure the new edges don't have bevel weight).
- Select all the new faces and then extrude them inward and mark the exterior and the interior edges with bevel weight.
- and by this you have your bottle.with a clean and nice topology,you can do some more edits to math your references.
May I suggest a Lattice?
Create a Lattice object, and link it to the bottle with a Lattice modifier on the bottle object. Set the Lattice object to an acceptable resolution, and in Edit mode, move some lattice vertices closer to the center with the Scale transform tool. The deformation depends on the subdivision of the lattice and the selection of vertices. Experiment until you find the correct values for your situation.
What may be the easiest is to just use a Boolean modifier> difference. While in top orthographic view, you can place your difference objects where you need them, perhaps start with a uv sphere. After placing the first uv sphere, press Shift+D, then move the duplicate across on the x or y axis and repeat until you have your four target objects.
To make placement simpler, select your press Shift +S>cursor to center, then Shift +S selection to cursor after selecting your object while in object mode. Add a uv sphere, and press G then X or Y and move the object accordingly. Repeat for the three remaining spheres.
Add your Boolean modifier>difference to your bottle object, with 'sphere' as the target object. Then add another Boolean>difference with "sphere.001" as the target, and so on. Then apply the Booleans in the order added, and you should be all set.
For future models you should remember to place objects in the center, wich makes symetrical and precise editing a lot easier. Doing that later can be a bit tricky. For doing the circle i would suggest not to select square faces like you, but rather adding a circle from the add-menu, rotating it 90 degrees along the x-axis, aligning it along the z-axis and pulling it towards you, so it is in front of the mesh. then you would want to use a knife project: Cutting a shape out of an object with another object get the circle behind the bottle (move along y-axis) and change the view with numpad 4 or 6 to the back and do the same. repeat that for the sides. when you're done with that you can select the circles with shift+alt+right mouse button in vertex mode and scale them to your needs (if you select front and back circle/ left and right you can scale them along just one axis to move them in. it's actually pretty simple.