# Making a wavy icosahedron (d20) dice surface "wavy"

Hello, I am trying to make a D20 I want to 3D print look like its made of water. I am looking to make its surface wobbly/wavy, but still hold the shape of a icosahedron and be able to lay flat on a table if I were to 3d print it. I’m not sure where to get started, as the only thing I have is a icosahedron shape in blender.

Welcome

maybe like so using a isosphere as an example ? :

Possibly using two suvdiv modiferes for wanted detail (beware millions of vertices !!) and the details and/or texture you like the most ( ex. musgrave ).

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So first off having a little problem, whenever I try a subdivision surface, the icosohedron turns into a sphere with very low settings.

Any ideas on how I can make it retain its shape? I created the shape using Add>Mesh>Math Function>Regular Solid if that is on any help.

Also is there a way to first “concave” the faces of the icosahedron similar to this shape?

Create the icosahedron,
go into edit mode,
select all,
Face > Poke Faces,
select the middle vertices,
scale down,
select original edges,
Edge > Edge Crease,
exit Edit mode,

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Do you want the same shape as the image?

1. Create dice, subdivide
2. Select Vertex
3. Scaling after Proportional Edit activation
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Similar to Secrop but I set a bevel weight of 1 to the outside edges to hold the shape (after poke faces)

select one center vert and select similar amount of adjacent faces.

select inverse and set bevel weight.

The one on the left has a displacement modifier.

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Just have a look at my modifiers:

1. bevel to get the round edges
2. subdivide simple to get enough detail
3. do the wooble

and in fact (answereing the next post): Cast to sphere with a negative factor…

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Thank you everyone for the help! I got this so far, and I am going to try adding some numbers to the sides now!

Does anyone know if its possible to make a “ripple” effect coming from the center of each triangle face? kind of like this?

With some quick manual UV unwrapping and re-positioning (there are tools for this)…

Hi,

Activate the Add-on “Extra Mesh Objects”,

then, “Shift - A” → “Mesh” → “Math Function” → “Regular Solid” → Source “Icosahedron”

and in “Edit Mode”, “Bevel Edges” (subdivide long edges)

then according to @Okidoki (subdiv - displace, modifiers)

Oops !
2 hours too late, sorry

Would this physically modify the the 3d mesh?

When used as displacement… i was just suggesting…

Do you know if theres a way to make the ripple rings “fade out” as they get further away from the center of each panel?

The colour ramp controls the fade (I centered the UV’s on the bottom left corner of the grid to get rid of the mapping node)

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Ok thats really cool thank you I have this now!

now how can I save the material as a texture that I can apply as a displacement modifier?

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You need to bake the texture into an image texture (save to at least 16 bit file format png or 32bit exr)

Do not use the principled shader plug the texure nodes directly into the material output and bake emit (emission)

so I watched a quick video on how to do the baking thing, but when I try and click bake, I just get black output as an image. I got rid of the principle bdsf and did everything you recommended but I might be missing something…

Change the bake type from diffuse to emit in the bake options and the image node needs to be selected (click on the image node so it is outlined) then bake button.

Diffuse give black because there is no diffuse colour, you need to bake “Emit”