modelling a custom D20 dice in blener

I want to model a custom twenty sided dice suitable for 3d printing. I know how to add a icosahedron, but is there a way to manipulate one face and have it duplicated across all faces. I mean this beyond the centre of the icosahedron. Imagine a tessellation of and asymmetrical design across the all of the faces? I really don’t want to do python scripting if I don’t have to. Any help would be appreciated.

There’s may be some cool way to model it in blender, or you can just grab some at thingaverse

Thanks, I was thinking more like something like the dice on shapeways, but I want it to have some personal touches.

Here is a special icosehedron with tri poles in the middle of each face, those are used as a vertex group and a non random particle system is used to distribute a single object on all 20, you would ultimately need to do some manual bridging, but it’s more or less what you’re looking I think?
iso.blend (631 KB)

I should have thought of that, my brain has been melting with the math. That seems like an easy fix, thanks

Not quite working like I want it, it needs to tessellate. The triangles won’t line up in this configuration.

As you can see, some come very close to being lined up, others are completely off. Any other ideas?


PyroGX, I feel like duplifaces is the best way, but I just cannot rotate the triangle properly to get it too work, can you try? (Or anyone else :spin:)
iso5.blend (569 KB)
Closest I got with duplicfaces:

I modeled this thing with mostly using bevel and inset features to icon sphere:

(there is some problems, because I was lazy, but I think it is something you can start with) :slight_smile:

You can save your selections as vertex groups and grow / reduce them with ctrl +/ or ctrl -

ArMan, it’s cool, but there is no duplication, you have to manually change every face.

Then maybe this is what you are looking for:

That looks like a really nice add-on, it might work. But one of the problems that I am not sure can be overcome by both duplifaces and that add on is the non-rotationally symmetric issue of tessellation. The easiest way I thought to overcome it was to make 19 faces linked duplicates of one face. The linked duplicates all inherit the mesh data, but can be independently rotated on their local z axis. Kind of a hack, looks like this:
iso9.blend (605 KB)