Blender 3D: Noob to Pro/Pipe joints

How to model pipe joints.

T joint

Start in top view, and delete the cube.

The X axis now points to the right. We will work along the X axis from now on.

Make sure that the 3D cursor is placed in the middle of the cylinder.



tap on "Proportional editing" and set it to "connected" and select Falloff Type "inverse square".



Set "proportional editing" off









6 cylinder joint

Be in Object mode (have nothing else selected)

Add a cube.

Switch to Edit mode

Select all, then Subdivide the cube once (W, 1) (1).

Select the 12 vertices in the middle of the cube's edges.

Scale by factor 1.4142 (press S key and type in the factor with the keypad) (2).


Select all vertices, and Extrude "Individual Faces" (Alt+E -> individual faces) (3).

Select all vertices, and Remove Doubles.


Select the center vertex of each tube, and delete them to open the ends


Select the original vertices in the middle of the object and delete them (5).


Clean your mesh as described above.


3 cylinder joint

This is very similar to above, only the selection for scaling is different.

and switch to 3D Cursor Pivot (.KEY in v2.49b), then scale (SKEY), and type in 0.7071 (inverse of square root of 2, or Sin(45 degrees) or Cos(45 degrees)) and ENTER (9).

Clean your mesh as described above.


If your joint looks odd, it might be because of some edges in the mesh. Delete those by selecting it and delete (XKEY) edges (not vertices).

T joint with smaller diameter

We're going to create a structure like in Fig. 4a and extrude the inner circle. To do that we place a circle with Retopo ("Snap during transform") on the cylinder and join both objects afterwards.

(Noob note: I felt this was a little unclear. What the author means is, scale the circle down until it is the size of the diameter of the smaller cylinder you are going to create from it later by extrusion. You would be wise to scale it so it fits (straight backwards from view) inside the two closest faces of the cylinder as per Fig. 4a if you wish to follow the tutorial. )

(Noob note: To recap: you should be in edit mode for the circle, with the all of it selected, with the cylinder object directly behind it in from your viewpoint in orthographic mode.) Make sure that you don't work in Wireframe view.

(Noob note: What "retopo" (Snap during transform) does [in this case]; is project the selected topography of an object in edit mode directly backwards from your selected view point onto the topography of another [seperate] object. So you must be lined up view-wise for this to work. I've also found sometimes I must press the Enter key for the "Snap during transform" to take effect even if I've selected it with the LMB .)

If the vertices of the circle are not adjacent to the cylinder but have jumped to wrong places undo the last step (Ctrl-Z), deselect and reselect all vertices and try again. This does help (strangely). Snap during transform works with limited accuracy, if the vertices don't fit perfectly you have to move them by hand.

Now you work best in Wireframe view.


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