That can be a way to do it :
- Wireframe modifier
- Subsurface modifier
Starting from a subdivided plane :
For information, this can be extruded : alt+E, edge selection mode. But some bad shading, as you can see :
Another edit :
You can do nearly the same job using a skin modifier. To do it, just compose a 3D grid and set the modifiers as shown below :
It is not fast to render, it is not the most practical method, but I cloud not resist to post this image:
Cell Fracture Voronoi
Margins have control and achieve constant width goal.
- Cell Fracture results in one plane then extruded
- Boolean difference with a Cube, yellow
- Triangulate, blue
- Detail in large
Result of Cell Fracture after steps below. Click image to see larger version.
Simple Cube in Layer 01 with the Cell Fracture Add On showing settings. Above image.
Particle System Modifier used on Cube.
- Cube scaled rather flat
- Particle System attached to Cube. Settings above.
- Cell Fracture add on used with settings above. Note Margin settings. Adjust to suit your needs. Add on installed in user preferences. See Cell Fracture tutorials if needed.
- Switch to next Layer 02 to see Cell Fracture Results CFR. CFR multiple objects joined Control-J.
- Edit Mode. Vertex Mode. Select Vertices on Bottom Side. Delete Vertices. Face Mode. Select Top Face. Select Similar by Normals. Vertex Mode. Selection Inverse. Delete Vertices.
- Only top flat faces remain.
- Render Image. Use image in Compositor or as Texture.