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So, I'm not that new to blender or 3d modeling at all, but I've been cracking my head on this one.

I need to create a high resolution 3d model with a clean geometry of the following object:

enter image description here

This is a bottle case (used to keep beer cold on hot days).

I've tried many different methods, but I always end up with weird geometry and subsurf gives me weird results (too much sharpness on some places or weird artifacts).

I know this is a rather simple piece, but I think I'm working too much and my brain has just shut down :P

Thank you for your time!

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    $\begingroup$ @LukeD - he's not so wrong after all. The object itself can be easily broken down into primitives and that's always the best way to start from. You then go from low-poly to high-poly by adding loopcuts (for the edges and of course to get an evenly subdivided object) and use a subdiv or multi-res modifier on top of it. $\endgroup$ – metaphor_set Sep 22 '16 at 23:22
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    $\begingroup$ @metaphor_set and you call it "clean"? After Boolen? Ngons, tris, it's total mess not clean. $\endgroup$ – cgslav Sep 22 '16 at 23:32
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    $\begingroup$ @Bradman175 Please make an answer with your method, I'm really curious about this "clean" geometry after boolen. Maybe I'll start using it. $\endgroup$ – cgslav Sep 22 '16 at 23:35
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    $\begingroup$ @LukeD - I've done a lot more complicated stuff with boolean. No tris, no ngons - so yeah, I call it clean. If you are working with primitives it all comes down to proper planing, like "having the loop cuts at the right places" and such. $\endgroup$ – metaphor_set Sep 22 '16 at 23:54
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    $\begingroup$ @metaphor_set I'm waiting for an answer then, it's always something new to learn. $\endgroup$ – cgslav Sep 22 '16 at 23:55
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After much fiddling around, I came to an acceptable solution, as follows:

enter image description here 1) Start with a cylinder

enter image description here 2) Use Inset and delete to poke a hole in the top-most face

enter image description here 3) Using the Knife tool, make two cuts conecting the vertices

enter image description here 4) Add edge loops in the center (ctrl+R + scroll)

enter image description here 5) Using proportional editing in Project 2d and Sphere shape (important!) drag the middle vertices down (use f6 to fine tune the proportional size and translation)

enter image description here 6) Add loops to the side of the tris (to avoid problems when subdividing)

enter image description here 7) Finish as needed. Here I used Solidify, Bevel and Subdiv modifiers. Also made a hole in the middle for that crease and use the Bevel tool to better define some edges (like in the flat segments in the top)

Now, I know this seems easy to many, but it really took me a while to realize I could use the Project 2d mode in proportional editing and to correctly cut and model's the top part this way.

I hope this helps somebody with similar problems.

ps: sorry for the crappy answer, I'm really not used to give this kind of answer nor I do have the recording tools for that.

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