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I would like to make a shape like the one shown in the screenshot below. I've looked at other questions, yet they were made in the previous version of Blender. The version I am currently using is 2.91, can you tell me what version this model was made in? Additionally, I also wonder how to make a primitive cylinder show three colors like the one shown in the other screenshot below.

enter image description here

Please be aware that the sphere is a UVSphere and not an icosphere. So all linked answers won't work with UVSphere! enter image description here

How can I create a hollow sphere with regularly spaced holes? (old version)

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    $\begingroup$ Could you provide a link to the other questions (for older versions)? The process might be translatable, but I can't tell because I don't know what they did. $\endgroup$ Jun 8 at 1:42
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    $\begingroup$ Hello and welcome to SE. Please ask only one question. And of course you can open as many questions as you like. $\endgroup$
    – Chris
    Jun 8 at 1:53
  • $\begingroup$ Ahh, I was just in the middle of it. Dealing with the poles on a UV Sphere is a bit of an extra. I'll finish the answer.. I may post it over there. $\endgroup$ Jun 8 at 14:32
  • $\begingroup$ @RobinBetts: a wonder happened. They reopened it. So just DO IT! ;) $\endgroup$
    – Chris
    Jun 8 at 15:42
  • $\begingroup$ @Chris.. I think we'd better delete some of this commentary clutter ... It's done OK.. but there are mores steps than I thought, to get a clean result. $\endgroup$ Jun 8 at 15:59
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There are quite a few ways of making the perforated sphere; this tries to pick one that has a smaller number of necessary steps.. some of these are optional. The topology isn't the best, but it doesn't affect the result.

enter image description here

  • For a smooth result, you may want to delete pole vertices, and fill the hole with CtrlF > Grid fill; maybe GG slide some latitudes to make faces squarer. Keep an intact, highly subdivided version of the sphere handy, for moves like this. You can always Shrinkwrap, and apply the modifier, to that, to restore the spherical shape.
  • I (With I for 'Individual',)Inset the faces that will be holes
  • Face Menu > Subdivide the new faces.

enter image description here

  • Now, if you hit F, the edges will be dissolved, but the extra vertices remain
  • You can use the shipped add-on Loop Tools > Circle, to make them round, with Fit Inside, if you want your holes to be scaled to the faces, or to a Radius, if you want them all the same size.
  • Even then, you might want to adjust the sizes. Set your Transform Orientation to 'Normal', and your Pivot to 'Individual Origins', and SShiftZ to change their size, or simply repeat the Loop-Tools operation, with a radius set.

ShiftG Select Similar, CtrlShift Numpad + select next in sequence, and CtrlNumpad + / Numpad -, expand / contract selection, will help you pick out the faces for treatment. Sometimes you have to H hide sections of the mesh you're not interested in.

enter image description here

  • You can then I inset your holes a fraction before deleting them,
  • and give everything a Solidify and Subdiv. modifier.

The surface seems to be of reasonable quality.. with other approaches, you have always got the intact sphere available to Shrinkwrap to, or to use Data Transfer to transfer Normals to the final result.

The 'Spike' version starts the same way..

enter image description here

  • But instead of deleting the holes, you delete the sphere. Give the Object 2 material slots. As you inset and extrude the various sections, assign the faces to the appropriate slots as you go along, while the faces are still selected by the operations.
  • AltE Extrude the faces inward, along their normals.
  • The third frame show the rings of faces selected, ready to be assigned the second material slot.

enter image description here

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  • $\begingroup$ Oh my god! Your knowledge is amazing! $\endgroup$
    – Chris
    Jun 9 at 15:55
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    $\begingroup$ Thank you for your answer. However, there is a question about this. I even got rid of the triangular parts above and below the UV sphere. But it's not doing the grid fill. What am I supposed to do with this? $\endgroup$ Jun 10 at 11:54
  • $\begingroup$ Hi @YunJungShin If you choose to delete the poles, you should be left with round holes. Select the perimeter edges of those holes, and Ctrl-F, Face menu > Grid Fill, One perimeter at a time. $\endgroup$ Jun 10 at 12:32

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