I started using Blender 4 days ago because I want to try and make games using Unity and Blender. I have 0 experience with code, Blender or Unity but I am eager to learn. So, to get me started I wanted to make some very simple buildings in blender and try and import them into Unity and make a cube run around in it (just to get a hold of the basics). Problem is that I have already run into my first problem major problems!
It took me two days to learn how to make this "hexagon labyrinth"-house", but now I have been stock 2 days without any progress, because I can't figure out how to do the next steps I need, and I have tried all kinds of things and watched A LOT of YouTube and read internet tutorials.
I have made this mesh model the following way:
step 1 (floor): added a cylinder-mesh with 6 vertices
step 2 (center/outer walls): added a tonus with 6 major segments and 6 minor segments and then used "dissolve edges" on the inner and outer edges to make it a "square" hexagon instead of "round" hexagon. Afterwards I made the same steps to make the outer wall as well, but just increased the major radius until it reached the “edge” of the floor
step 3 (Halls/Corridors): I made a tonus with 4 major segments and 6 minor segments and then used "dissolve edges" on the inner and outer edges to make it a "square" square instead of "round" square. Then I went into "edit mode" -> chose "face select", selected all the faces on one side and pulled the "faces" into the inner and outer hexagon walls so they overlapped with the "axis-arrows, green, blue, red (I don’t know what they are called)"
step 4 (All halls): Duplicated the mesh square tonus mesh from step 3 six times and rotated them along the Z-axis so they overlapped the inner and outer hexagon walls as the 1st one to create the results you can see above
What I need to get done is the following:
2nd problem: I need to fill the "hole" between the corridors (3rd point as shown in the picture above)
3rd problem: I have tried to figure out how to delete/connect edges that overlap so they "become one". As you can see in the wire-mode the outer wall and floor is supposed to be connected (basicly work as 1 mesh), and yet I can't seem to have the top edge of the floor connect with the bottom edge of the hexagon wall and then have it merge into one. As for now I have made it "appear" as though the 2 meshes are 1 and the same, by sinking down the meshes 0.01 BU down on the Z-axis into the floor.
4th problem: I need everything to be 100% precise. Since I have "pulled" on the walls faces and rotated them I need to know the walls on each side of the inner hexagon are parallel with the wall on the opposite side, and that the space between each side of the halls/corridors are the same (4th and 5th point as shown in the picture above) and that all 6 halls are equally long.
5th problem: My thoughts about making a hole in a wall was to add edges to a part of the wall and then dissolve the 4 edges to “split” the wall, much like you can add points in a drawing programs, but I can’t seem to find a way to add edges to a mesh, making me wonder if it is even possible?
6th problem: I also thought about connecting 2 points/edges into 1 edge (like my overlapping walls). If I can overlap “lines” in blender, shouldn’t it be possible to make those “line” that overlap into an edge and the point where they overlap? Because if I could, it seems like a good way to solve almost all my other problems by connecting the lines into edges and then erase the surplus “line”
7th problem How to perfectly align sides and not just with (eye measure) seems to be an impossible job for me, I really can’t figure out how to do it, unless I got 2 mesh of exact same size, and use the coordinate system and even then I’m not always sure if they perfectly align because when I zoom in a lot it seems as they aren’t perfectly aligned (like how I wanted the outer faces of the floor hexagon, to perfectly align with the outer hexagon wall faces)
I know it’s a long list of problems, but I think it is better to ask now instead of wasting more days without getting anywhere and something tells me that my problems are probably easy to fix for veteran blender users, considering all I build is basically just walls and floor.
P.S I have tried to combine all the meshes into 1 with ctrl + J (which I kinda hoped would remove overlapping edges completely so it became 1 solid mesh) and doing stuff that way as well, but it didn’t really help, and even though I e.g. filled the gap between two walls (like in point 3) it looked, well, weird so and the color of the mesh became darker when I did it. I also tried to just use all kind of weird things to give the results I wanted, but the results are always weird.
I would like to have the lowest polycount at all, which is basicly what I am trying to achive. If you need more pictures or anything just let me know!
Thanks a bunch in advance to all who tries to help me, because I REALLY need the help!