a revolver

hello, I have a problem…
I started modelling a revolver gun,
but I don’t knwo how to make the
‘revolving part’.
Is it somehow possible to
‘subtract’ 6 smaller circles
from a bigger circle, so that I
get the outline?

Don’t have much time now, but maybe you should have a look at Blender’s curves.

Make a big curve circle, put 6 smaller ones inside, crank up the ext value. When you understend the principle, change the big circle to something more revolver-like.

You can then convert the curve to a mesh and do the fine tuning.

Blender has boolean operations for meshes, but they are usually not satisfactory.

well, my problem wasn’t so much the actual piercing holes into the inside of the circle, but make 6 ‘bites’ into the outline… like
but they should be in the shape of half-circle.
I’ll have a look at the curves section of the manual.

Trouble with blender is there are lots of ways to do the same thing and the first choice is usually not the best.

You could start with a circle (64 vertices at least) and use proportional editing to make the six dents in the circle and extrude into a cylinder.
You could use six circles equaly spaced around a common centre, delete the outside vertices and join inside scallops together to make extrudable profile.
I am sure you could spin duplicate something too.More possibilities than knowledge and skill im my case.

I think nico has the best/simplest idea.

add a bezier circle and subdivide/edit it until you have the outline that you want. then add six more bezier circles (make sure they’re on the same plane) where you want the holes to be. Then select all of them with the outer curve selcted last and press Ctrl-J to join them together. It should now be a flat surface with holes.

the extrusion settings are in the edit buttons. hit 3d first and increase Ext1 until its as long as you want. You’ll notice that theres no longer a flat surface on top though. You can work around this by copying the curve and deselecting 3D. just move that to the top.

here are some quick examples i did in a few minutes.

after joining

extruded + the flat copy on top

note, the second one is two curves, the flat one and the extruded one. You probably need another flat one for the back.

IMO much easier simpler to work with than poly’s or booleans (shudder) for this. also really easy to edit afterwards (no messes of tri’s or seriously messed up topology etc, just a few bezier handles).

Thanks for the tutorial… Really good stuff.

Why not just use boolean?

Minus this:
Equals this:

booleans are fine too I just don’t like them because the resulting mesh is usually really messed up. Its also easier to go back and edit it later with the curves since you can just movae around the handles. With booleans you cant quickly change the outline or whatever without redoing the boolean objects and recalcing.

I think both ways work, just a matter of personal preference I guess. I admit though there are some things you would need to convert the curve into a mesh for.

booleans are fine too I just don’t like them because the resulting mesh is usually really messed up.

Yeah - I didn’t actually show the resultant mesh did I!

Boolean’s good for complex shapes if you’ve already got a really clear idea of the end result and aren’t going to need to do any editing after the fact.

I do like that bezier solution though. How 'dyou suppose you could make the change to the bites halfway up the barrel. I had to resort to Boolean.
Hmmm… <thinks out loud> I seem to remember a boat-hull tutorial in the Blender manual that might do the trick. I’ll give it a go!