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How can I make of a hole in a hole in a hole by using Blender?

There is an image from this book.(page 22)

enter image description here

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    $\begingroup$ You learn basic modeling techniques like extrusion. That's how. $\endgroup$ – Haunt_House Feb 26 '18 at 16:34
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    $\begingroup$ Related and possibly better images here kleinbottle.com/gallery/Hole-through-a-Hole-in-a-Hole $\endgroup$ – batFINGER Feb 26 '18 at 16:56
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    $\begingroup$ Given that this is topographically equivalent to a three-holed torus, I wonder if there are any solutions which take advantage of that... $\endgroup$ – Adam Barnes Feb 27 '18 at 16:15
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Add a UV Sphere SHFT+A > UV Sphere with 48 Segments and 32 Rings.

UV Sphere

TAB into Edit Mode and select 97 verticies on the top and press X to delete them.

Delete Top

Select one vertex on the side and press X to delete it.

Side

Select the vertices that make up the edge of the newly created hole and press SHFT + ALT + S and drag the mouse to round them.

Round

EDIT: I noticed that after add a SubSurf Modifier when I was finished that there was some puckering around the hole on the side. In order to fix this with the newly rounded still selected press E + SHIFT + X and Extrude in just slightly.

enter image description here

Add a default Torus by pressing A > Torus. Scale it down by pressing S.

Torus

Select a vertex on the side of the Torus and press X to delete it.

enter image description here

Select the vertices that make up the edge of the newly created hole in the Torus and press SHFT + ALT + S and drag the mouse to round them.

Round

Add the hole in the Sphere to the selection and press Space Bar type in "Bridge" and select "Bridge Edge Loops.

enter image description here

Press 1 to go into Front View and delete the vretices on the left half and on the bottom half.

enter image description here

Add a Mirror Modifier check the box next to "Clipping" And Z

Mirror Modifier

Select the vertices that make up the edge of the hole at the top of the Sphere and press E + Z to Extrud them down on the z axis.

Extrude

WireFrame

With some Loop Cuts in the shafts and some Proportional Editing and a Subsurf Modifier and Smooth Shading.

enter image description here

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In Front Ortho View create a circle with 18 vertices, align to view. Use F6 to enter the values. Keep the 3D-Cursor in the center.

circle

Switch to Edit Mode and delete the right half including top and bottom verts.

half a circle

Select the new top and bottom verts. Connect them with F and subdivide the edge, number of cuts: two.

inner hole

Move the middle verts a bit towards the middle. Select the two leftmost verts, duplicate them. Then extrude along the X axis. Then select the face and remove the face.

ring

Select everything, go into Top View and use Spin, 10 segments, 360°. 3D-Cursor still in the center?

spin

Select everything, remove doubles and use ALTB to cut a narrow corridor out.

clipping border

Adjust the view, switch to Face Select Mode and Select the two faces shown. SPACE Bridge Edgeloops.

corridor 1

Repeat for the other side.

corridor 2

Get rid of the Clipping Border with ALTB, select everything and hit CTRLN to recalculate the normals.

normals

Add a Subsurf Modifier with CTRL2 and set the shading to smooth. Adjust the Subsurf to 3 render levels in the modifier settings.

subsurf

Done.

result

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enter image description here

  1. Sphere
  2. Add Cylinder
  3. Boolean Modifier on Sphere Difference out the Cylinder >> Then Apply
  4. Add Taurus + 2 Cylinders

enter image description here

  1. Boolean Modifier on Taurus (Times 2 - 1 for each cylinder) Difference out each cylinder >> Then Apply
  2. Select the faces indicated in step #5 from the image above >> X >> V
  3. Select ring of vertices at hole >> E >> 1.00 Then S >> 0.00 >> Enter (repeat this step on opposite side).
  4. Move Sphere from step #3 over shape from #7.
  5. Set Boolean Modifier on Sphere >> Difference out the shape from #7.

Here is the result:

enter image description here

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It would be nice to see what you have tried so far. Anyway I try to give you an idea how it works.

  • Crate a UV Sphere.
  • Go into Edit Mode and select the point at the top where all the segments meet each other. (Simply the "highest" point on the top of the sphere)
  • Delete those vertices and also select and delete the vertices at the bottom of the sphere.
  • Select an endge from the top ring and the corresponding edge from the bottom ring and create a face between them by pressing F. -You can select the edges quite easy if you go to Top-View (Press NumPad 7) and Ortho-View (Press NumPad 5). Then uncheck "Limit section to visible" and use the Box-Select Mode (Press B) to select an edge and the edge directly underneath it.

Now you should already have the vertical hole. The process with the horizontal hole is quite similar but you should be able to do it if you watch some Youtube videos on basic modelling.

I hope I could help you.

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