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I'm using Blender to create models for 3D printing. Right now I'm using the spin tool to revolve a basic 3D shape around a center axis so that it create a set of overlapping identical units. Think 24 cubes spun around the z-axis to create a ring of overlapping cubes.

This creates 24 overlapping cubes that intersect one another as a single object. What I need is to remove the intersected areas and create a mesh that is just the surface of this new shape, rather than multiple intersected units.

So far I have tried using the Remesh modifier on the object, but it has not proved helpful. I'm not sure if this is the correct tool for this purpose or if I am even using it correctly.

What would be the correct way (or at least "a correct way") to do this and achieve the result I am looking for? (Exterior unified mesh with no overlapping internals).

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  • $\begingroup$ If I understand correctly, you are trying to create a sort of "donut" shape with sharp edges? $\endgroup$ – gandalf3 Mar 6 '14 at 0:45
  • $\begingroup$ To be honest, such workflow should better be avoided, I mean the probability in creating intersection parts that you have to remove then. Or at least you can upload a screenshot to show what you are going to do exactly. $\endgroup$ – Leon Cheung Mar 6 '14 at 12:31
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Assuming you got something like that by spinning a cube (Alt-R):

enter image description here

You could simply use a plane for spinning to avoid the issues:

enter image description here

Note: Use Shift-D to remove duplicates and spin operator was invoked in Edit Mode (Top Ortho View)

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You're looking for the Boolean Modifier, which will fuse two meshes when using the "Union" operation. But if you want to have a perfectly clean mesh, I'd rather advise you to use the Array Modifier to scatter your object around an Empty and edit the object itself to finally achieve your ring.

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