# How to create intermediate vertices of a humpy surface (interpolation)

I took a cube, stretched it, added a number of intermediate edges and adjusted their height to get a humpy top surface.

Now, I want to get a smooth top surface by adding interpolated vertices. The existing edges must not change their position. How do I do this?

FYI: The object will be 3D-printed.

@eromod's hint was the solution.

• I created a huge ovoid (an icosphere that I compressed on one axis for an additional hump on the other axis),
• aligned it carefully manually,
• extended the original top surface in top direction,
• applied a boolean modifier with "Intersect" operation,
• and did a bit afterwork on the mesh.

• Could you please clarify what is "huge ovoid" and "intersection modifier" ? Does the latter mean Ctrl+F > Intersection (Knife) ? Also please don't include new question in the answer; ask a new question instead. – Mr Zak Aug 3 '16 at 11:26