How to model 14,16 and 18 sided dice?

I've already modeled the 4,6,8,10,12 and 20 sided dice via regular solids (tetrahedron, icosahedron, etc...) and the 10 sided following a tutorial.

Now I need the 14,16 and 18 sided ones, but I don't have a clue of how to get them...

Has anyone a clue of how to model them?

• – user1853
Jun 19 '18 at 12:05
• @cegaton Hehe.... exactly the approach I was thinking of taking.. except I was wondering if there was some combination of forces that could achieve this in Blender physics? Jun 19 '18 at 17:41

Equal distribution on sphere

Using the script from This answer

Need to alter the parameters. Here is what I used for the 14, 16, 18 side die. (where n is number of sides. Had to run the 16 side twice, as it didn't find solution the first time, kill the script by hitting ⎈ Ctrl C over the system console. The rat value determines the size of the hole. Too small 0.8 and the holes overlap, too big 0.999and the holes will be too small

# parameters
n = 18  # number of points on sphere
rat = (n - 1) / n # how far along the radius to bisect
u_segments = 32  # UV sphere settings
v_segments = 32
thickness = 0.2  # solidify thickness
TOL = 1e-7


14, 16, and 18 sided die, ret = (n - 1) / n

To make the die "solid" remove the solidify modifier, and grid fill each circular hole.

Solid Version

Here is an edit to create a solid version, where the holes can overlap. The holes are filled with an ngon. Poke it to make tris.

14, 16, 18 sided solid, where ret = (n - 2) / n.

Edit update for 2.8x for prior see revisions

import bpy
import bmesh
from mathutils import Vector
import random
from math import pi, asin, atan2, cos, sin, radians

# parmaaters
n = 23  # number of points on sphere
rat = (n - 2) / n # how far along the radius to bisect
u_segments = 32  # UV sphere settings
v_segments = 32
thickness = 0.2  # solidify thickness
TOL = 1e-5

points = [Vector((0, 0, 1))]
for i in range(n - 1):
phi = 2 * asin(random.random() * 2 - 1)
points.append(Vector((cos(theta) * cos(phi),
sin(theta) * cos(phi),
sin(phi))))

while True:
# Determine the total force acting on each point.
forces = []
for i in range(len(points)):
p = points[i]
f = Vector()
ftotal = 0
for j in range(len(points)):
if j == i: continue
q = points[j]
# Find the distance vector, and its length.
dv = p - q
dl = dv.length
dl3 = dl * dl * dl
fv = dv / dl3
# Add to the total force on the point p.
f = f + fv
# Stick this in the forces array.
forces.append(f)
# Add to the running sum of the total forces/distances.
ftotal = ftotal + f.length

fscale = 1 if ftotal <= 0.25 else 0.25 / ftotal

# Move each point, and normalise. While we do this, also track
# the distance each point ends up moving.
dist = 0
for i in range(len(points)):
p = points[i]
f = forces[i]
p2 = (p + fscale * f).normalized()

dv = p - p2
dist = dist + dv.length
points[i] = p2
# Done. Check for convergence and finish.
if dist < TOL: # TOL
break

context = bpy.context
view_layer = context.view_layer
scene = context.scene
coll = context.collection or scene.collection

# make one point north pole.
R = points[0].rotation_difference(Vector((0, 0, 1))).to_matrix()
points = [R @ p for p in points]

bm = bmesh.new()
#bmesh.ops.create_icosphere(bm, diameter=1, subdivisions=5 )
bmesh.ops.create_uvsphere(bm,
diameter=1,
u_segments=u_segments,
v_segments=v_segments)

for p in points:
ret = bmesh.ops.bisect_plane(bm,
geom=bm.faces[:]+bm.edges[:]+bm.verts[:],
plane_co= rat * p,
plane_no=-p,
clear_outer=False,
clear_inner=True)

# fill the holes
bmesh.ops.contextual_create(
bm,
geom=[e for e in ret["geom_cut"]
if isinstance(e, bmesh.types.BMEdge)]
)

me = bpy.data.meshes.new(f"{n} Sided Dice")
bm.to_mesh(me)
ob = bpy.data.objects.new(me.name, me)