The first step was to figure out how much space would be necessary, which gets messy with imperial measurements. 1000 bills stacked on each other - 4.3"? What is that on a ruler? I added 5%, as a safety. (4.5 inches became 115mm.) 2.61" by 6.14" were converted to mm, then rounded to 70mm by 160 mm. Then I created a "cash-block" in a Blender file, designed as a testing metric. Similar to software engineering, if you come up with your tests beforehand, you can test to the challenge. (Otherwise, it is similar to writing a question to an answer you have written down already.)
The next step was finding an initial puzzle box. I chose this steampunk version from Thingiverse, and imported the stl files into the Blender file. Obviously, it's not big enough internally to hold the money. Using the MeasureIt plugin, I mapped out the existing internal measurements, in order to do casual scaling of the object on the appropriate x/y/z axis (130% x 120% x 244%). It wasn't necessary for the box, but I wanted to keep the same scale for the other parts.
With that said, there are issues. The steampunk gears decorations on the side stretched more on the z-axis, as did the compass rose. No good — so I switched to wireframe mode, the edit...selecting all of the gear & compass vertices on the outside of the box, and deleted them. Then I rebuilt the faces. A simple box. But...no decorations. To deal with that, I imported another copy of the base box stl into the project.
The import process isn't always clean. Most of the time, you can ignore the cleanup. It will sometimes cause issues with edge select, selected an edge while holding down shift-alt (OSX). If you do have awkward faces/edges, you merge vertices to a "corner of a plane" vertex, using alt-m and then merging to the last one selected.
As I finished each gear, I dropped them into a new collection just for gears (a feature of Blender 2.8).
The compass rose turned out to be...problematic. I wonder how much of it was from the STL, vs. how I took it apart in Blender.
You can see how the faces behind the star work, instead of the separate faces connecting between the spokes. When I saw all of those weird lines, I knew from experience that those faces would need to be cleaned up.
I deleted all of the bad faces, rebuilt them by hand. For each of the 8 face areas between the compass rose spikes, grabbing the vertices in edit mode with the (c)ircular select tool, then making a (f)ace.
There were also some non-manifold faces/edges on the back of the 4 tips, as well as edges/faces BEYOND the other faces already cleaned up. Those non-manifold pieces were just deleted. (Sample selections as viewed from the back of the compass rose.)
I made the compass rose and gears 160% bigger on the x-axis and z-axis to match the box's ends, and 120% thicker on the y-axis to make it similar in look. They were put into their own collection.
The final box — the hinges stick straight out, but the rest of the box is accurate. |