2
$\begingroup$

How to make spiky hollow ball?

I tried with wire modifier and play with faces but thats not it. I'm looking for more organic holes

I tried with wire modifier and play with faces but thats not it. I'm looking for more organic holes

How to make this (just sculpting)?

how to make this(just sculpting)

$\endgroup$

1 Answer 1

6
$\begingroup$

Enable the addon called Add Mesh: Extra Objects, then create a Mesh > Math Function > Regular Solid:

enter image description here

In the Operator Box choose Source > Dodecahedron:

enter image description here

Edit the mesh to dissolve all the oblique edges:

enter image description here

Give your object a Skin modifier and a Subdivision Surface modifier. To give more thickness to the branches, select all in Edit mode and CtrlA:

enter image description here

Apply the Skin modifier, select the junction faces, inset with i:

enter image description here

Scale up a bit, extrude the faces along normals (AltE), or, as Gordon Brinkmann recommends, i to inset then Ctrl to scale up:

enter image description here

AltS if you want to change the thickness:

enter image description here

$\endgroup$
9
  • $\begingroup$ +1 love your solutions! ;) but didn't he write: "just sculpting"? ;) $\endgroup$
    – Chris
    Commented Feb 1 at 18:52
  • $\begingroup$ Maybe but It's tagged as "modeling", also i'm not sure why he would want to sculpt $\endgroup$
    – moonboots
    Commented Feb 1 at 18:57
  • 1
    $\begingroup$ ...I understood that "just sculpting?" more like "is sculpting the only way or is there some other method?", so I guess the answer is good. $\endgroup$ Commented Feb 2 at 14:58
  • 1
    $\begingroup$ Yes insetting and scaling is good as well, actually insetting is a kind of extrusion (on the same plane as the selection) $\endgroup$
    – moonboots
    Commented Feb 2 at 15:04
  • 1
    $\begingroup$ @moonboots I guess that's opinion-based. For extruding and scaling the tips you have to make sure to have the pivot point set to individual origins - or how did you do it? You only say Alt+E, extrude faces along normals, but that does not scale the tips down like shown in your screenshot. With I and Ctrl+I this works automatically with individual origins even if the Transform Pivot Point is set to Median (what you needed before extruding when you wrote "scale up a bit" I guess?) And you do not even have to switch between different shortcuts. So I prefer it for simplicty ;) $\endgroup$ Commented Feb 7 at 13:08

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .