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I have created all the external walls of a building using intersecting rectangle, octagon and hexagon meshes to replicate a real building with many different walls at different angles (see image below). Being new to such complexity I could not think of any other method to replicate to walls on a real building I want to model.

Even joining all the meshes I end up with an object with heaps of internal edges and no edges where meshes have intersected which will make application of my material (for the wall panelling) and adding bevel at corners to add ‘timber framing’ to these edges (see green ‘framing’ in same image) very difficult. I thought that I could create a new mesh (cube or plane) large enough to cover the base of my ‘object’ and then use the Boolean modifier set to Intersect to create a new mesh (cube or plane) the same shape as the base of my building but could not get that to work.

I also considered creating a new mesh by starting with a single vertex and then extruding along the outside edges of my building base as a template (refer how to create an irregular multisided mesh object) but wondered if there is an quicker method.

I just want a multifaced mesh of the exterior of the building.

I have attached a blender file of the building.

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enter image description here

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Walls with panelling and trim (materials) added

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  • $\begingroup$ No wonder that "even joining all the meshes" didn't help. If you mean the Join selected objects into active object function (Ctrl+J), it's like having a model kit and throwing the pieces into a bag. Now they are all together, you can move them by just carrying a single bag, but the model will not be assembled just because you throw the pieces in the same bag. At first I would clean up your mesh. The top and bottom faces of the pieces are not even the same height. Maybe scale them to 0 on Z axis. Or use snapping - also for the corners, many of them are not flush. $\endgroup$ Commented May 11, 2023 at 6:17
  • $\begingroup$ Thanks Gordon. Firstly I had noticed that some the top and bottom faces on some meshes are not aligned but have no idea as every mesh I added had the same height (z axis) and the same origin. When I attempted to correct it I used snapping (tried face and also edge) and could not get them to 'snap' together. I do not know how to 'scale them to 0 on the Z axis). Also how to snap them. I was hoping that I could use the building and a plane with boolean to create a shape the same as the outside walls of the building but couldn't get that to0 work either. $\endgroup$ Commented May 11, 2023 at 7:26
  • $\begingroup$ maybe it would be easier to start again but what method should I use to create a building with so many different walls at different angles to adjacent ones? $\endgroup$ Commented May 11, 2023 at 7:33
  • $\begingroup$ FYI I have started to create a new object using the original object as a template, adding a mesh cube (resized accordingly), using Extrude and making minor adjustments using G before proceeding to the next section of the 'floor plan'. It seems to be working and won't take long. $\endgroup$ Commented May 11, 2023 at 8:18
  • $\begingroup$ Scale to 0 on the Z axis: press S Z 0 and left-click or hit Return to confirm the scale. And snapping works too, I would use vertex snapping... can't tell in which way you might have done it wrong. I already suggested months ago, please make yourself familiar with the basic modeling techniques, watch tutorials and practice with simple objects instead of trying to build complex scenes with lots of special objects. How can it be that you have no idea how to scale up or down to a certain value on a certain axis? Please learn the basics. $\endgroup$ Commented May 11, 2023 at 9:56

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