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So my journey here is only days old, but am already struggling. I am trying to duplicate this:

enter image description here

I've watched countless videos and repeated the best I can learn so far. So on my first sphere I've created this:

enter image description here

At a different angle:

enter image description here

As you can see, I've created the hole, but the cylinder I used is now sticking out the other side, which I'm not sure how to remove, any thoughts?

Is this really the best way to create those hollow spheres, similar to the planets picture I pasted?

I downloaded blender yesterday (V. 2.83.1). Many of the YouTube videos I've watched are difficult to follow and often only relate to older versions, so finding one that will be 2.8 specific has proved to be difficult (might be that I'm so new to Blender so finding it difficult)

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It looks as if you already used a cube with subdivision surface modifier to get your sphere. While not a bad idea, i'd recommend to use at least subdivision level 4 for a cleaner sphere, otherwise it's not really as spherical as you'd want.
Thanks to Trey Harper for pointing out the cast modifier, i barely use, which in this case though really improves the result.

That said, going from your (cube)sphere:

  1. Apply the subdivision surface modifier on your cube(remember lvl 4, for a more spherical sphere) and a cast modifier with the factor of 1:
    enter image description here
    Marked red, important before going on is to apply these modifiers in order!
  2. Go in front view Num 1, activate edit mode Tab and x-ray mode Alt+Z, select half of the sphere like this:
    enter image description here
    when selecting, leave the center deselected to keep a half
  3. With the selection, press X and choose Vertices
  4. In the Object Data Properties we need to activate the Normals>Auto Smooth:
    enter image description here
    Auto Smooth is needed for the next step to look clean at the cut
  5. Go back in object mode Tab and add a solidify modifier.
    enter image description here
  6. Adjust the modifier to your needs and you have one shell done.

You can now copy Shift+D the created shell and adjust it's size to gain the other layers of the planet.

Here a little visual demonstration:
enter image description here
The thickness of each layer can easily be adjusted in the modifier

As the core looks like a full sphere, you should have all needed means to your cause now.

Happy Blending

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  • $\begingroup$ Amazing!! Struggling with Step 2 tbh. My circle is as you described, thanks for the "level 4" tip. I've tried your instructions but all I get when I press "Tab" is a square box with a circle in the middle. If I select half the circle, half the square ends up being selected. Then pressing the "Delete" key on the keyboard, brings up a "delete" menu asking if I want vertices, faces etc... to be deleted and that I have to pick one. The result is nothing like your step. Any advice? $\endgroup$
    – Dan
    Jun 29 '20 at 21:42
  • $\begingroup$ I believe you did not apply the subdivision surface modifier, as the modifier shows the sphere inside the cube cage when entering edit mode without applying. $\endgroup$
    – Xylvier
    Jun 29 '20 at 23:21
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    $\begingroup$ For a perfect sphere (note the spheres created from a cube with a sub-surf are NOT perfect spheres) try using the Cast modifier after your Subsurf. Choose Sphere with a factor of 1.0. $\endgroup$ Jun 29 '20 at 23:24
  • $\begingroup$ @TreyHarper thanks, i used the addon quad-sphere but will update the alternative, as it is only one more modifier for a better result without the need of the addon. $\endgroup$
    – Xylvier
    Jun 29 '20 at 23:27
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Here's my take on this problem using modifiers as much as possible.

Start the same, with a roundcube found in the Extra Objects add-on, and cut it in half.

It is helpful before going any further to snap the cursor to the roundcube with Shift+S>cursor to selected and then add an empty which is the object of interest for the array modifier. Keeping the empty and quadsphere at the same origin will simplify the process greatly.

enter image description here

Next, we need some modifiers.

Solidify for thickness, Edge Split to sharpen things up some, Subdivision Surface to smooth things out, and an Array.

This is the stack in the image below:

enter image description here

(note that the object offset is ticked in the array modifier)

Next you can simply scale down the empty and translate in the x direction.

enter image description here

Here is an example .blend to inspect:

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  • $\begingroup$ Brilliant and inspiring. Thank you. I’d be really interested in how you scaled the other hemispheres in that proportion. When I press “S” the whole range of hemispheres shrink equally. Also I can’t select an individual hemisphere. It’s like they are one group. $\endgroup$
    – Dan
    Jun 30 '20 at 21:42
  • $\begingroup$ The empty is what controls scale and translation. When you are satisfied with position you may apply the modifiers and adjust further. $\endgroup$
    – Timaroberts
    Jun 30 '20 at 21:46
  • $\begingroup$ Just tried this. When I click "Object Offset" the value field below the tick remains void. Clicking in the box reveals only two options ""Camera" and "Light". I decided to manually type the word "Empty" but the box won't take it. Any thoughts? $\endgroup$
    – Dan
    Jul 1 '20 at 7:33
  • $\begingroup$ @Dan, see my edit. There is a sample file you may inspect $\endgroup$
    – Timaroberts
    Jul 1 '20 at 7:40
  • $\begingroup$ Thanks. I'll review offline. Appreciate the effort. $\endgroup$
    – Dan
    Jul 1 '20 at 21:05
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the best way to create a hollow shpere is to use a solidify modifyer, which will add a layer to the mesh, making it hollow on the inside. hope this helps!

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    $\begingroup$ Hello and welcome, thanks for the answer. Could you illustrate how to achieve this? $\endgroup$ Jun 29 '20 at 19:36

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