I'm trying to recreate this product for a client in Blender.  I really thought it would be a simple project, but I cannot figure it out! I'm including the blend file here if it helps:  Here's how I got to this point.  I didn't see an easy way to create the Dodecahedron shape so I started with a circle and changed the number of vertices to 5.  I fill that shape in, duplicated it and tried my best to recreate the shape, merging vertices as I went.  I then used the Cast modifier to straighten out my shape and then at each vertices, I created an ico sphere. I did try a regular sphere and also a sub-d cube, but after those attempts failed I tried an ico sphere.  I then attempted to delete the faces where the bars would connect each sphere, and would try bridge loops to connect the two spheres together.  But the angles I could never get right.  I've also tried mirror modifiers, but it's actually kind of a difficult shape that's hard to mirror and get right. I then thought I could use the wireframe modifier on the shape and use a boolean modifer to merge with the ico spheres, it just didn't work, or at least isn't professional enough for this project. I need to make this look as close to the product as possible, including the seams. Any help is greatly appreciated! Thank you!
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I've been thinking of animating some dice and while most are easy to make, I'm having some trouble figuring out a way to generate a regular dodecahedron. I could hand build it but it would be potentially uneven. Would using the base of a 5 sided cylinder and then some variation on spin be the best option or is there a better way?
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This is a  as suggested by a commenter. What I'd like to do is to create a geometry with the following properties:  A cube with several spherical indentations carved out on top. 16 indentations are half-spheres. The 17th indentation has the shape of four half-cylinders that form a ring (with slightly rounded corners corresponding to the radius of the cylinders).  My plan of attack is as follows:   create and scale the cube create 16 spheres clustered around the center of the cube's top face create 4 cylinders, scale and rotate them to form the basic ring create 4 more spheres at the corners to complete the ring add 16 DIFFERENCE boolean modifiers to the cube with the 16 spheres from step 2 as targets; hide each sphere after adding the corresponding modifier add 4 DIFFERENCE boolean modifiers to the cube with the 4 cylinders from step 3 as targets; hide each cylinder after adding the corresponding modifier add 4 DIFFERENCE boolean modifiers to the cube with the 4 spheres from step 4 as targets; hide each sphere after adding the corresponding modifier   Steps 1 + 2 work as expected:    Steps 3 + 4 also work as expected:    And so does step 5:    And even step 6 for the 1st cylinder:    However when I try to subtract the 2nd cylinder the visual result is unexpected and the error message appears:      What is going on here and how can I obtain the desired geometry?   Could the problem be caused by the fact that the two cylinders I wish to subtract from the cube are themselves overlapping? (The Blender  mentions "concurrent Boolean operations for the same modified mesh, which in most cases is impossible to execute depending on the chosen target" but does not elaborate further.)  UPDATE Here's the (still expected) result when joining the 4 cylinders and last 4 spheres before subtracting the from the cube (see @Polosson's comment):
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I was following a tutorial to create a helmet. A the step for the mesh under the cube he insets a face to create an indent, but only insets the side of the mesh, not the open border. How did he do it?
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I am a beginner and I think this is a basic, I am trying to use the blender to create a basic Low Poly Illustrations mountains. So according to tutorials  but all I could do with the tutorial's help is this   Need help. What should i change to make it the one in the tutorials. thanks in advance.
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I’m trying to create a circular shaped grid, similar to the one in the pic. That’s my first attempt, created by arranging several cylinders with an Array modifier and then cutting the holes via the Boolean modifier.  Now you will probably notice that it looks not elegant in any way. I’d like to have the holes perfectly arranged and in a correct order, so that there are no half holes at the border of the mesh, for example.  How would you do this?   I tried working with Dupliverts but that didn’t work out well.
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I can still cut it entirely with the Loop cut.    Thing is, I want to get rid of that edge, I do that by dissolving it:    Now here's the problem, after that, I can't cut it entirely. I've also tried dissolving the remaining vertices but it didn't work.    So what I want to do is to cut it entirely after dissolving the edge, instead of doing it separately as you can see in the pic. Is there a way to achieve that? Did I make a wrong move?
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As the title says, how can I make this shape without resorting to a Boolean operation?    This is obviously a very simple example, but I find myself needing to do something like this relatively often when modelling.  Despite using Blender for a couple of years, and considering myself an intermediate to possibly advanced user, I still know of no easy way to make this kind of indentation in an object.  Obviously, if you are looking to make an indentation in the middle of the surface, you can simply select a face and extrude down. As you will know, this does not work at the edge of the surface.  I can create this shape using loop cuts, deleting the faces and then using snap to edge to extrude the edges down to the same level (and then filling in the faces), but it feels cumbersome and a lot of work for what feels like it should be very simple.
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Hi guys i'm having a small issue here trying to get my mirror modifier to work, I believe it has something to do with the origin point but being new to blender I don't have the know how to fix this problem. If someone could point me in the right direction that would be incredible.  Thanks guys.
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I've followed the same  I mentioned in the question I asked  and my boat hull looks pretty good.  The process is to make 3D B-Splines increase the resolution and then convert them to Mesh Elements.  Then you make a plane and cut it in half along the "Y" axis.    I followed through the process and see a couple issues that I would like one of you to address.  First, I see that the normals are not correct.  The inside of the hull is not important but the outside needs to show materials.  Also the hull is not stitched together along the keel.  I don't know how to do that on a mesh that has had the Mirror Modifier applied to it.    Anyone care to help?
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I need to extrude a circular shape from a surface that's basically just a grid of quads. What's the best practice to do this without screwing up the topology too much?  I basically want to have a circular face I can extrude, in order to have a cylinder like protuberance on the object, something like this:
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I have been trying to achieve a true mesh displacement on meshes for quite some time, without ever getting it to work.  If I understand it correctly, this experimental feature would allow me to easily displace the vertices of a mesh - or to create new mesh vertexes where needed - to get a displaced mesh in the result, based off an image, but without using a bump map (simpler, faster?).   This all sounds very exciting in theory, but I am having a really hard time finding examples or tutorials that are both recent and whose links function. So I think there is the need for a question here which will call upon detailed and recent answers to bridge that gap.  I'll start with a simple ico sphere:    Then, , I will change the Feature Set to the Experimental one:    I then add a pink granite image to the mesh:    Mark Seams, Unwrap, add image in the UV Editor:      and finally, in the Object Data panel, change the Displacement method from Bump to True as explained :    no result yet:    if I click "Use Subdivision" this is what I get (so I won't click it right now):    Looking into the Node Editor, nothing seems to have changed with the Displacement of the mesh:    so I tried to replicate the node setup seen in  of  (Linear isn't an option, Clip, Single and Repeat are):    ... but the result is a white ICO Sphere, similar to Image 1.  So, can the "Experimental Feature Set" be used to create actual displacement, and modify a mesh?  This is what I'm trying to obtain - but with the image of the texture actually displaying on the mesh (image from ):    .blend file:
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I want to replicate a protein structure around an icosahedron. Basically a vesicle of protein structure is what we want:  When I am instancing the protein structure using each vertex of the icosahedron it looks like:  However, the tails are supposed to be directed towards the center. How can I make that work?
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I am a noob with blender. Please be as specific as possible. College students have been doing this for me, but I am unable to understand them.
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I have a default sphere and created ornamental design. I want to coil or wrap on the sphere. I tried shrinkwrap modifier but it did not work. Is there any other i can coil or wrap the design on the sphere.      Similar to like this    Below Aladdin lamp is my model and i want to wrap on that lamp.   Any suggestion or help. Thanks
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I'm relatively new. I know how to make a water bottle starting with a circle and extruding upwards while using a combo of extrude and scaling to make indents, but how would I do something like this? I'm still trying to wrap my head around some of the photos I see out there. This is such an incredible program. Thanks for your help!
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I'm not sure what's going on here. I have a cube which I have turned into a rectangle; it's a child of a plane which is the "ground" so that they share rotation (this is a pinball table).   To create these cubes, I just used the create => 3d shape => cube/plane option. No packages are used.   The issue is when I rotate the rectangle, the collider visibly becomes wrong.  This is before rotation:    This is after rotating on the y axis:    The collider does seem to rotate, but not at the correct amount. Can anyone shed some light as to what's going on here?  Here's the inspector and hierarchy:      I also tried making the plane a cube, it didn't change anything.
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I'm trying to figure out the best way to model the sphere-spiral here:    Is it possible to make this shape directly? Or do you have to make it as a cylinder and wrap it to a sphere?