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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.

3D illustration of the cuboid.

vector net of the 3D object.

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  • $\begingroup$ Can you provide the vector file so that we can understand from what you have to start with ? $\endgroup$ – lemon Jul 14 '16 at 10:00
  • $\begingroup$ 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. $\endgroup$ – Duarte Farrajota Ramos Jul 14 '16 at 13:13
  • $\begingroup$ 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. $\endgroup$ – J.Aldrich Jul 14 '16 at 14:05
  • $\begingroup$ Seems like you are looking for the boolean modifier to cut the holes. $\endgroup$ – Gliderman Jul 14 '16 at 17:21
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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.

enter image description here

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