Ford Escort project and modification using Blender for 3D printing process

Dear all, I have restarted this project (Ford Escort purchased from 3dmodel.org).
Starting from an STL file and using Blender, I need to create a shell for the car body in 1/43 scale.
So far, I have:

  • Adjusted the dimensions (to achieve a target length of 100 mm)
  • Closed the bottom hole
    Now I need some advice on how to proceed and find the best way to speed up this project.

The goal is 3D printing and I want to separate some parts (e.g., headlights, spoiler, flaps, windows) to use different materials and colors.
For this reason, I need to create a shell of the car with a thickness of about 3–4 mm (minimum) and more where possible (for example, on the bottom of the car I need to create a rectangular groove for assembling the lower part).
I have already used all the mesh-cleaning features (merge by distance, fill holes, etc.), but using the Solidify modifier I cannot achieve a consistent 3 mm thickness everywhere.
Moreover, when applying Solidify/thickness, the system generates many issues (such as strange edge formations).
I need clean surfaces to achieve good 3D-printed parts, so this approach is not working well.

What do you think? What is the best way to do this in Blender? Please help me. I believe some of you have already started projects from STL files downloaded from 3dmodel.org.




iss_04
Thank you very much!

Welcome :tada:…

this is hard to tell because usually some STL file has not the best topology to use some mesh modifications…

You might try this… maybe on some simpler to understand this fully:

  • select everything in edit mode A
  • extrude E “in place” ( just hit Return)
  • add a vertex group and assign the selection
  • scale in X direction (left right) so that you got some “thinness”
  • this also might work in Z direction, but you have to have a look at “everthing”…
  • in Y direction this also might be a bit fiddlye because for ecample you might have to reposition the part arround the front and rear axis

every change has to be done only on the vertex group so the original surfaces stay untouched.
manualSolidify.blend (120.5 KB)

Thank you very much! I will try again using this information;
I will post my updates here.
If I am not able, could I ask a support (paying)?
Thank you

I have tried and:
in Edit Mode
A → selected all
E → extrusion

but now I have not understood how I can create vertex group and scale on X and Z direction.
Please look at the following images of the 3 sequences.

how I can proceed?
Thank you!

Do I need to change anything in this menu?

If this is the model…

https://3dmodels.org/3d-models/ford-escort-hoonigan-hatchback-2019/

…then there is a reason why they want 900€ for a print ready version. And looking again at your images… yes there is a lot to be connected and individual extruded / solidified…

In fact you might search for some 3D printable “Ford Escort 2022 Rallye” models on “the known” 3D-print sites… i found at least three… but IDK about copyrights and so will not post here.

I know friend, yes there is the model;
I have bought it because of the details of the external and internal parts, very high.

I’d like to learn more Blender and for this reason I’d like to try with this file.
What do you think?
As a first step Could I create a closed mesh shell closing by manual operation all the gaps?
What do you think?
Thank you

Of course it’s always good to have a specific goal. But one also have to think about learning curves. So of course you can use this as your main learning project but be prepared that you will learn every day something new and might want to redo from a previous state. But then if you do this too often then this will be an endless and very frustration project.
If you bear this in mind then there is no reason why you could not finish this… some day… :wink:

And then: for any specific question there is this forum here… :smile_cat:

ok but finally, no suggestions or proposals? :rofl:

Ohh i somehow overlooked your questions about vertex groups… well that’s an argument that you might have to learn a little bit more about blender or 3D modelling at all ?? :smile_cat:

And there is always the Docs-Blender Manual: Vertex Groups …

So any suggestions are always “lame” when one does not know the state of knowlege of the other person… and even if: what seems to be easy for me might be not that simple for you… and vice versa.

Dear, please, can you write me by PM what are the best sites where I can find 3D car model?
Thank you

It’s no secret that mostly CGTrader.com or TurboSquid.com are the most knows… it may depend on the use case (and budget) which is “the best”… Also BlenderKit’s car category seems to be interesting…

If you mean for 3D print… well… also the most known: Thingiverse, Printables, MakerWorld, Cults3D

…i also simply used “Ford Escort 2022 Rallye” for a search :thinking: maybe added “STL” or “printable”…

Thank you very much!
Now I am proceeding with my project and I have a problem with some faces that I need to delete from a very complex and non-optimized mesh. How can I delete everything from the selection? Is there a shortcut or a specific command? I’ve already tried selecting with a contact rectangle and other methods, but I can’t completely remove these meshes. Also, the meshes cannot be merged or separated into groups.
Can you give me a suggestion? How could I do it?
is there a special function that cancel all the selected meshes?
Thank you very much!

I might not understand…

Deleting the selection is RMB → *Delete Vertices/Edges/Faces or Del … or X…

It’s hard to tell… but this look like you are in perspective mode, so try orthograpic… rectangle selection might work. Also this seems to be somehow only single vertices and you are not in vertex mode…

Also just selectiing the main part when hovering over it and hitting L will select the whole one so you might select some other parts and finally invert your selection Ctrik-I to delete it.

Yes friend, this is just a screenshot but I have already tried with DEL , X, all selection ITEM but nothing;
Tried also in ortographic mode (planar view), but it is not possible make it.
Thank you very much! :slight_smile:

Hmm… then this might be some artefacts from your GPU driver ?? Is there really some geometry ?? Does this appear in a render ?

No, already checked it but it doesn’t desappear;
it is a strange situation;
I have also installed Blender 5.0 yesterday, but same result;
bu if I try to change perspective view (using the mouse rotation) I can delete them selecting one by one.
I can try to separate the meshes and try to join only the meshes to delete.

You might also try some of the other selection methods… for example non-manifold, but have to deselect some loops on th emain part.

The hovering over it the mouse cursor and select via L seems to be most auspicious…

I will try
Thank you very much!