Open Truss?

I was wondering if anyone knew how to model an open truss, and could explain their workflow to me. i’m really new to modelling and wanted to get better.

When I made it I took the default square then deleted two vertices to make a triangle, then filled in edges and faces.

From there I created a Boolean by cutting a hole out of the triangle with a smaller version of itself.

I then added a modifier array along the x axis, then duplicated that group and rotated it placing them next to each other. Unfortunately I still have a gap…


Id also like to be ablt to make it so I can add a bit more detail to the truss such as bevelled edges, rivets and the like.

Thanks for your time

Why does everyone use the Boolean modifier in their modeling workflow? It’s like a dentist using a bazooka to work on your mouth!

To answer your request for help though. I think you should keep in mind that a truss unlike a cast-in-place bridge is composed of many pieces. You have a good start, but so far the shape you have is more of a single piece shape.

I put this video together as a rough demostration, illustrating the way I would go about modeling a truss bridge.

http://vimeo.com/29898205

If there were enough interested parties, I would consider tutorializing this bridge scene from start to finish. Let me know if your interested.

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That would be great, thanks, I would definitely be interested. I want to make one for use in a space scene using parts of it as ship wreckage which I hope to animate. In regards to a boolean I used Bryce briefly before and so learnt a few things in that which is why I used a boolean. Could you tell my why it is not a good idea to use one?

Some more advanced users will probably jump on this thread and flame me for this, but I really don’t know why Blender has the Boolean tool in its current format.

When you use the boolean it will always give you a totally unworkable mesh after it is applied. This and since Blender is incapable of Ngons atm it will wipe out your edgeflow and give you a bunch of jumbled tri’s.

What I do is start modeling the “holes” and then work out from there. So for example if you have a plate with 5 holes drilled into it. I will start by placing a mesh circle, duplicating it 4 times and then positioning the duplicates to fit the hole layout. Then I start connecting them to make up a face, afterwhich I start to model the rest of the object.

Once Bmesh is incorporated this method will probably be outdated, but right now it works pretty well for me.

Here is a nice video explaining what edgeflow is and why you want it.

Awesome. Yeah i’ve seen a little bit on meshes and used sculptris a touch. That is interesting how you model holes though I don’t ‘get’ how it works as such. Maybe its just me being used to boolean from bryce so much. Thankyou very much for your help by the way, I had a brief watch of the video, but will look at it in detail later on tonight or tommorrow.

Edit: Btw if you do, could you maybe add voice to it if you are doing another video? My apologies, as im pretty new and still have a bit of a mare with the basics it would really help.