Modeling internal structure

Hello,

I am very new to blender and I’m a just getting my feet wet with hard surface modeling. I’ve been searching through tutorials and so far I have come up short on a answer to my question.

I am trying to model various cosplay props for 3d printing. My goal is to create props that I can install various arduino controlled electronics (leds, speakers and such) inside and I am trying to figure out how to create hollow areas with various tabs/protrusions where I can insert the electronics.

I would appreciate it someone can point me in the direction of the proper tool/plugin, tutorial or technique to research. I am afraid my knowledge of the terminology is lacking and I can’t seem to find the correct information.

Thank you all
BT

Unspecified questions seem difficult to answer. :thinking:

You can find many things you need at the link below.
(There is free and there is also a fee.)

Or post an image that conveys your thoughts. :slightly_smiling_face:

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You may want to take a gander at the paid addon hard ops and boxcutter for boolean tools. Nothing that you can’t do manually but really speeds up the process in Blender. Finalizing for 3d printing is always a challenge for complex models but this makes the initial modeling go a lot faster.

CAD is way more precise but Blender in comparison is super fast.

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Welcome :tada:

maybe something like this… (using 2.8 but it also can be used as a start)

because the overlap of the cosplay and 3D-printing community is sssoooooo big there are a lot of videos aout this… especially about the scaling of model to thr measurements of the person wearing it…

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I would recommend that you also look up 3way model views as well as do your design sketches (the best things you can do before trying to model something)! You can then add the needed dimensions for your components and have a better understanding of how to incorporate them…

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Real simple tip, just in case you haven’t already figured this out: You can select parts of your mesh in edit mode and press H to hide them, making it easier to - for example - see the inside of the model. Alt+H un-hides everything that was hidden.