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I've just moved from Cinema4D to Blender and I would like to create a squeeze tube where it is rounded at the bottom and tapers into a thin ellipse at the top. In Cinema4D I used a loft nurb and a circle spline. I've found the cirlce path in Blender but how do I connect them to create this shape?

Thank you for any help.

Edit: I want to create packaging like the image below.

enter image description here

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  • $\begingroup$ Can you add a screenshot of what you hope to accomplish? $\endgroup$
    – Shady Puck
    Sep 17, 2016 at 19:41
  • $\begingroup$ I've added an image in to the original post of what I'm looking to create. $\endgroup$
    – Shiro
    Sep 17, 2016 at 19:51

3 Answers 3

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I believe a mesh approach instead of a curve approach will be faster. This is my final result:

enter image description here

The Procedure

Delete the default cube by keying X to open the Delete menu and keying Enter.

Shift + A > Mesh > Cylinder adds a cylinder. S, then Z, then 3 scales the cylinder up on on the Z-Axis by a factor of 3.

enter image description here

Tab into Edit Mode. Place the cursor in the middle of the tube but to the right side, a few pixels to the right of the red arrowhead shown in the above image. To add loopcuts so our mesh has both more detail and square faces, key Ctrl + R, then 28. Do not do anything else. Your mesh should look like the following. Note the pink loops around the circumference.

enter image description here

Key Enter, then RMB RMB immediately to confirm the loopcuts in their default position. Use Alt + RMB RMB while hovering the cursor over the topmost edgeloop to select it. Key O to turn on Proportional Editing and set the Proportional Editing Falloff Type to Sharp (enter image description here in the 3D Viewport Menu Bar). Proportional Editing will allow us to move multiple edge loops at once in proportion to one another. Key S, then Shift + Z, then 1.5, then MW MW scroll up until you have a white circle about the size shown in the following image (6.12). This will stretch the top of the squeeze tube outward giving it its distinctive curvy edges.

enter image description here

Confirm the scaling with Enter.

Key S, then Y, then 0.03, then MW MW scroll up until you have a white circle about size 9.85. Confirm the scaling with Enter. This will thin the top into part two of its distinctive shape, shown below.

enter image description here

Key E, then 0.4, then Enter to extrude the top of the squeeze tube up along the top face's Normal. This gives the tube its heat sealed top thing. Key Ctrl + Tab, then 2 to switch to Edge Select Mode. Use Alt + RMB RMB to select these edge loops:

enter image description here

Key Shift + E, then 1. This Creases the edges so that they stay in their modeled position during a Subsurf operation, performed next. Tab out of Edit Mode. Go to the Properties panel > Object Modifiers tab and add a Subdivision surface and Edge split modifier, shown below. The Subsurf will smooth the mesh, while the Edge Split will retain hard edges at the Creased edges after Smooth shading the mesh, performed next.

enter image description here

Go to the 3D Viewport > Toolshelf > Tools tab > Edit dropdown and select Smooth shading.

Here is the .blend file:

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  • $\begingroup$ Thank you so much for this, I will try it out. I really appreciate all of your time and help. $\endgroup$
    – Shiro
    Sep 17, 2016 at 21:54
  • $\begingroup$ The top part is reason I've gone with the plane. It creates ugly ngon and it isn't straight. Filling it with grid fill or merge at center isn't a good way too. $\endgroup$
    – cgslav
    Sep 17, 2016 at 22:02
  • $\begingroup$ @Shiro Glad that it helped you! $\endgroup$
    – Shady Puck
    Sep 17, 2016 at 22:02
  • $\begingroup$ Can you add in your answers a bit more short explanations of your steps instead of strict listing used keyboard shortcuts ? It's a bit hard to read that because one has to have very good imagination to visualize your procedure. $\endgroup$
    – Mr Zak
    Sep 19, 2016 at 20:19
  • $\begingroup$ @MrZak Ok, I'm listening. Can you comment an example of what I wrote and then how you might improve upon it? I'm not quite sure I understand exactly what's troubling about it. Thanks for the feedback! $\endgroup$
    – Shady Puck
    Sep 19, 2016 at 20:44
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Final

In this case I would not go with Curves as they aren't best choice in terms of modeling in Blender. My method is based upon simple plane which gives us very simple base geometry and allows to have nice top part of model. Starting with circle will give massive headache to close and straighten up this part of a mesh.

This is method I've used to model it:

  1. Add a Plane - Shift + A > Mesh > Plane.
  2. Go to Edit Mode.
  3. Select all vertices, press E and extrude along Z axis.
  4. Select top edge and press S > Y to squize it.
  5. Extrude top edge along Z axis once more.

You should have now something like this:

First

  1. Add Modifier > Subdivision surface and set it to 4-5 (preview and render).

Now we need to crease some edges.

  1. Select all top vertices and set Mean Crease to about 0.6.

Second

  1. Do the same with bottom vertices but this time Mean Crease should be 0.3.

  2. Add Loop Cut (CTRL + R then hover cursor over mesh) to 'main part' of the mesh and place it near bottom edge.

  3. Choose Smooth Shading. Object Mode > Tools Panel (left side of the screen) > Shading > Smooth.

Third

Here is blend file to play with:

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  • $\begingroup$ Thank you so much for helping me with this in so much detail, I really appreciate your help. $\endgroup$
    – Shiro
    Sep 17, 2016 at 21:49
  • $\begingroup$ I've forget to add step to set Smooth Shading. You could set it in Object Mode > Tools Panel (left side of the screen) > Shading > Smooth. I'll add it to the edit. $\endgroup$
    – cgslav
    Sep 17, 2016 at 21:54
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Blender does support NURBS but its support is quite limited at the moment. What you are looking for is Add -> Surface -> Nurbs Cylinder. Then you would have to manually tweak the control points to generate the desired shape.

enter image description here

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  • $\begingroup$ That's great, thank you. How did you add more control points to it? $\endgroup$
    – Shiro
    Sep 18, 2016 at 1:39
  • $\begingroup$ Just selected one loop and extruded (E key). $\endgroup$
    – Xtremity
    Sep 18, 2016 at 10:57

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