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Can you please help me understand how to do it the right way? :) enter image description here

Trying to make glass can:

enter image description here

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    $\begingroup$ Can you please help me understand what you want to model? A reference image would be very useful here. Because I do not understand what you are trying to get to from that diagram. $\endgroup$ – David Mar 19 '17 at 15:33
  • $\begingroup$ What kind of bottle is it? Medicine, beer? $\endgroup$ – Doyousketch2 Mar 19 '17 at 16:08
  • $\begingroup$ @David Added image $\endgroup$ – SERGEY VOLYNKIN Mar 19 '17 at 16:25
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    $\begingroup$ It the geometry isn't required, just the look of it when rendering, perhaps you can get away with a Displacement Map ? $\endgroup$ – George Profenza Mar 20 '17 at 14:06
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You may do it fast using the inset tool. enter image description here enter image description here

Add a circle with 72 vertices- set it in a Tool Shelf (T). enter image description here

Extrude it inwards (E) and add two edge loops (Ctrl+R). Select the whole face loop with Alt+RMB, then press I twice and set the inset's scale. Finally extrude the inseted faces upwards, add addictional loopcut in the middle and rotate it a bit (R). enter image description here

Add a subsurf modifier (Ctrl+3 in Object Mode). Lower the middle loopcut a bit. Press Ctrl+Numpad+ to increase the selection area. Press Shift+E to crease it. Finally add a smooth shading and recalculate normals if needed (Ctrl+N). enter image description here

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A possibility to do that is to start from the base shape, add an array modifier then a simple deform modifier to make a circle:

The base shape is not really readable on your schema but I try to make something close and to show the principle, in two steps:

  • The base setup
  • An optimized setup

Base shape

Add a square with some modeling. Here I use I to inset, AltE to extrude individual faces, S to scale. All using "individual origins" as pivot point.

enter image description here

Adding the modifiers

We use first an array modifier, set it around to 32 steps as this is often the setup for a circle. We adjust the offset so that the array is joint and check 'merge' to avoid doubled vertices between the duplicated parts.

Then add a "simple deform" modifier, set to "bend" with a base of 360° that we'll can adjust to close the circle.

enter image description here

The bottom of the bottle

Add a subdivision surface modifier to check the smooth aspect and if the look is the one you want.

Apply the two first modifiers (array and simple deform).

Close the shape by removing the doubled vertices at the junction.

Extrude and scale ES.

enter image description here

That could be close to want you want (?) but even if this example is less detailed than what you need, it already has many vertices:

enter image description here

Optimization

To optimize it, we will merge three base parts and reduce the geometry around:

We begin by decomposing the array. From 32, we go to 3 x 10 (for instance). Then adjust the offset.

We now have a base of three shapes:

enter image description here

On each side, from the 4 border vertices, we make so that only two are on the border:

enter image description here

Now, do the same as for the first model: apply the modifiers, remove doubles:

enter image description here

We have "tris" here. We'll remove it by selecting one edge, the all the others by similarity (ShiftG) then dissolve X them:

enter image description here

So that, we have a base bottle with the same level of detail for the flanges but lower for the bottle itself:

enter image description here

The result:

enter image description here

another example:

enter image description here

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