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Sorry for being unclear the first time. I was in a rush and haven't noticed my silly mistakes (also english isn't my native lang.)I'll re-edit the question to be clear: How can I create a maze with an indented path in a mesh? I'd like to to re-create this image.

The method I tried was: 1. Imported an SVG maze I created in Illustrator. 2. Used the SVG to build my maze. 3. Used Boolean's Difference to create the dents in the plane.

Unfortunately it didn’t look quite the same and the edges were too sharp. Since the mesh was a mess, I couldn’t bevel the edges, so I turned to you guys and amazed by all the solutions. Thank you for your help!! You're truly awesome. This was my first time ever asking here.

enter image description here

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  • $\begingroup$ Would you mind at least sharing a few screenshots in your question to see what you're talking about? I have no idea what "punch an imported illustrator mazstrong texte" means and since I cannot see what you have so far I need a crystal ball to find out why you cannot fine tune the sharp edges - or even what fine tuning sharp edges is. Make them sharper? In some way more exact? Or bevel them so that they are not so sharp anymore? $\endgroup$ May 17, 2023 at 6:54
  • $\begingroup$ Hello, do you need to use an existing svg or can you start from scratch? $\endgroup$
    – moonboots
    May 17, 2023 at 7:05
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    $\begingroup$ I wonder what's the logic behind up-voting. Up-vote button tooltip says "This question shows research effort; it is useful and clear". It does show some effort, but as it is formed right now, is it truly useful and is it clear? The way I see it this question could definitely be useful for the community if it was formed clearly, but it's not clear at all, is it? "How do I model a maze with round track for a glass ball?" would be clear, but what does "I cant fine tune the sharp edges that created from the embedded maze. Any other way you think is better?" mean?.. $\endgroup$ May 17, 2023 at 7:28
  • $\begingroup$ @MartynasŽiemys Not everybody reads the tool tips, some people just upvote because they think it means "oh, good question, I would like to know the answer to that as well" or something like this (and other reasons surely, but I can't look in people's heads). And if we wanted to be very strict, the comments section is supposed to ask for clarification of certain aspects... so you asking for the logic behind up-voting is completely irrelevant to this specific question ;) But I get what you mean and this comment of me is completely irrelevant for the question, too. $\endgroup$ May 17, 2023 at 13:40
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    $\begingroup$ I upvoted, because the image is nice. BTW: gorgeous maze generator $\endgroup$ May 17, 2023 at 19:52

3 Answers 3

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If you have Illustrator you can save as SVG and import into Blender ...

enter image description here

Under Curve properties > Geometry > Bevel choose type Profile and adjust curvature ...

enter image description here

Convert to Mesh and use Loop Tool addon > Bridge to fill the gaps ...

enter image description here

Under Object Data Properties > Normal > enable Auto Smooth ...

enter image description here

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  • $\begingroup$ Thanks so much for the help!! Appreciated $\endgroup$ May 18, 2023 at 18:24
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Since I haven't used geo-bool in a while… [I have no idea if it won't fail miserably while starting to write this answer]

Create a subdivided plane. Too little and the maze is too easy, too much and boolean murders you.

Enable proportional editing, select middle vertex, G, Z to move it up, $\color{#888}{█}\color{green}⬇\color{#888}{█}$ mouse wheel down to increase the range by a lot (so near vertices aren't visibly biased), move your mouse to scramble heights.

Then in Numpad 7 Top Orthographic View click on the maze start, and ✲ Ctrl-click creatively to reach the maze end. Avoid boundary edges. You could 2 and click to select one edge on boundary, then ⬆ ShiftG, A "Amount of Faces Around an Edge", H to hide temporarily, but as you can see below, I'm too skillful to need this step:

Assign selection to a vertex group. Then A select all, ., D switch to 3D cursor orientation, S, 0 Flatten everything back.

Add Geometry Nodes:

Name this node tree e.g. "Labyrinth Generator", create a new tree and insert it as a custom group. Now convert the labyrinth to curve, fillet it, convert to mesh giving it thickness.

I'll spare you trying to use Boolean, it doesn't work and takes a lot of time:

Time for Plan B: spawn a dense grid, and shrinkwrap (raycast) on the pipes. Either use a switch in case of misses to also move up to a 0 level, or join another grid with the pipes that will make sure all rays are stopped:

Smooth:

Result:

Unmuting the "Transform" node, reducing grid resolution to 500×500, increasing smoothing to 15 iterations, and maximum (clamped) fillet radius:

For better topology and much faster generation, consider replacing the shrinkwrapping with this technique:

how can I make instances responsible to each-other

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    $\begingroup$ That's crazy! It's def advanced for me but I must try it. Appreciate the help $\endgroup$ May 18, 2023 at 18:22
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A quick method that will create something close to what you want, subdivide a plane, select some faces:

enter image description here

Inset (i) and move down:

enter image description here

Bevel the edges in order to sharpen them (or CtrlE > Edge Crease):

enter image description here

Give it a Subdivision Surface modifier and shade smooth (now you can begin to create some edge loops with the knife in order to change the shapes):

enter image description here

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    $\begingroup$ Quick, but the main issue with this technique is that corner radius is the same on outer-inner side (ends are not circular, but that is a cosmetic) ... imgur.com/KpY9Q3S $\endgroup$
    – vklidu
    May 17, 2023 at 8:25
  • $\begingroup$ I agree, it's far from perfect, it needs some adjustements $\endgroup$
    – moonboots
    May 17, 2023 at 8:28
  • $\begingroup$ Thanks for your help! I appreciate this. $\endgroup$ May 18, 2023 at 18:25

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