# How can I blend / flllet two objects of different shape?

I have two objects of different shapes with complex forms but they can be approximated with something like this:

How can I make that the "cube" blends nicely into the cone (sometimes this is called filleting)?

I tried with metaballs but these don't work on different shapes. Also I tried to sculpt but it cannot be done very precisely and symmetrically.

• See [proportional editing] here at BSE. Increase your vertex density on the cube with [loop cuts]. A suggestion is to clarify you question by more pictures and showing existing vertex density. Jul 18, 2017 at 14:46
• Subdivide the cube many times to match the cylinder's vertices number, then join the cube with cylinder with Ctrl+J. In Edit Mode join the vertices of the two objects with bridge tool. Jul 18, 2017 at 14:47

Increase vertex density and Loop Tools Circle, Bridge

Various Stages of Editing.

• Cube in Edit mode, Loop Cut on twice in X and Y Planes. Delete Middle Squares of vertices
• Think about vertex count of target Cylinder
• Select Perimeter of hole and Loop Tools Circle in Tool Panel
• Extrude in Z Axis
• Loop Cut and Shape with Proportional Edit
• The result is compatible with another Cylinder with same vertex count.
• The Cylinder is not shown above, [Join] two separate objects if necessary
• Use Bridge Tool to connect to perimeter of Cylinder
• Bridge examples can be found by searching here at BSE
• Note that Loop Tools is an addon and might not be enabled by default
– user1853
Jul 18, 2017 at 15:43

You can use a Bridge Edge Loops tool to do it.

Delete the bottom face of the cube and the top one of a cylinder. Subdivide the cube many times to match the cylinder's vertices number. In Object Mode join the cube with cylinder with Ctrl+J. In Edit Mode extrude and scale the bottom edge loop of a cube inwards (to make the subsurf crease work), then join the vertices of the two objects with bridge tool (activate the Loop Tools add on in User Preferences, then press Spacebar and type 'bridge'). The rest is a matter of adding an extra geometry or rearranging it to make the subsurf work properly (two examples pictured in the first .jpeg and in a .blend here: ).