# How to make 3D hollow cuboid objects and cut holes out of it

I am trying to create a very simple 3D model a hollow cuboid with specific holes cut into it. I have an illustrator vector file with the shapes I want to replicate in 3D but struggling to find tutorials to help me create it.

Any tips on where to start and which tools to use would be greatly appreciated. I have attached a few images below to explain what I am trying to achieve. One image is a 3D illustration and the other is the net of the 3D object.

• Can you provide the vector file so that we can understand from what you have to start with ? Commented Jul 14, 2016 at 10:00
• If you have access to illustrator and the original file you could export it as SVG and import directly into blender. If you don't need a single object with a coherent continuous manifold mesh, it is as simple as extruding the imported bezier curve object's. Commented Jul 14, 2016 at 13:13
• I did try the SVG import but I couldn't get the holes to extrude through the object? I can provide the vector file, everything above i have as vectors, such as the original shape in the middle with holes cut through it, i have that as a vector. Commented Jul 14, 2016 at 14:05
• Seems like you are looking for the boolean modifier to cut the holes. Commented Jul 14, 2016 at 17:21

You can model this object quite easily this with a boolean modifier, and 3 array modifiers as well as a solidify modifier.

As for the actual shape of the holes in the image posted in your question, you can do this with a cube that is subdivided twice, then bevel the edges with Ctrl+B to round the shape and the mousewheel to adjust the cuts. Scale the object on the Z axis to finish it off.

For the rest of the object:

• Add a cube, scale on the x or y axis to the desired length, and apply scale with Ctrl+AScale. Then delete the faces at the ends with X in edit mode.
• In object mode add a solidify modifier to the cube, and adjust the thickness to the desired amount.
• Place your beveled cube where one of the holes should be. Scale it down accordingly.

• Add an array modifier to the small cube with an offset and count that is appropriate across the top of the larger cube.

• Add a second array modifier to the small cube to move the copies to the opposite side.
• Add a third array modifier to move the first two to base, and apply all in the order they were added.
• Add a boolean modifier to the larger cube set to difference with the small cube as the target object and apply.

You can delete the beveled cubes, they are no longer needed.