What's the fastest / least destructive and most scalable way to create a step pyramid?

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP





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I want to create a step pyramid. Not a smooth three dimensional triangle with five faces, but a pyramid with "steps", like this:



cool step pyramid



Requirements:



  • Creating the pyramid should be fast!

  • You should be able to control how many "steps" there are

  • No matter how big, the pyramid needs to be consistent, meaning all the steps have the same height and the distance between the inner corner to the outer corner of a step is the same









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  • 5




    The "actual" pyramids you are likely referring to did not look like this. What we see today is the skeleton.
    – pipe
    22 hours ago










  • @pipe Actually some of the earlier pyramids were step pyramids. Certain nations only knew how to do step pyramids to begin with, and didn't figure out how to slope them until later. E.g. The Pyramid of Djoser
    – Pharap
    19 hours ago






  • 4




    @noClue Technically the "smooth 3-dimensional triangle" is the 'proper' pyramid. What you're asking for is a kind of step pyramid.
    – Pharap
    19 hours ago










  • Guys... I think everyone will know what I actually meant.
    – noClue
    13 hours ago






  • 2




    Actually, no, I didn’t—reading only the title, I absolutely thought you meant the mathematical figure properly referred to as “pyramid.” The current phrasing is misleading and unhelpful, and should be changed. I have suggested an edit along these lines.
    – KRyan
    6 hours ago
















up vote
8
down vote

favorite
2












I want to create a step pyramid. Not a smooth three dimensional triangle with five faces, but a pyramid with "steps", like this:



cool step pyramid



Requirements:



  • Creating the pyramid should be fast!

  • You should be able to control how many "steps" there are

  • No matter how big, the pyramid needs to be consistent, meaning all the steps have the same height and the distance between the inner corner to the outer corner of a step is the same









share|improve this question



















  • 5




    The "actual" pyramids you are likely referring to did not look like this. What we see today is the skeleton.
    – pipe
    22 hours ago










  • @pipe Actually some of the earlier pyramids were step pyramids. Certain nations only knew how to do step pyramids to begin with, and didn't figure out how to slope them until later. E.g. The Pyramid of Djoser
    – Pharap
    19 hours ago






  • 4




    @noClue Technically the "smooth 3-dimensional triangle" is the 'proper' pyramid. What you're asking for is a kind of step pyramid.
    – Pharap
    19 hours ago










  • Guys... I think everyone will know what I actually meant.
    – noClue
    13 hours ago






  • 2




    Actually, no, I didn’t—reading only the title, I absolutely thought you meant the mathematical figure properly referred to as “pyramid.” The current phrasing is misleading and unhelpful, and should be changed. I have suggested an edit along these lines.
    – KRyan
    6 hours ago












up vote
8
down vote

favorite
2









up vote
8
down vote

favorite
2






2





I want to create a step pyramid. Not a smooth three dimensional triangle with five faces, but a pyramid with "steps", like this:



cool step pyramid



Requirements:



  • Creating the pyramid should be fast!

  • You should be able to control how many "steps" there are

  • No matter how big, the pyramid needs to be consistent, meaning all the steps have the same height and the distance between the inner corner to the outer corner of a step is the same









share|improve this question















I want to create a step pyramid. Not a smooth three dimensional triangle with five faces, but a pyramid with "steps", like this:



cool step pyramid



Requirements:



  • Creating the pyramid should be fast!

  • You should be able to control how many "steps" there are

  • No matter how big, the pyramid needs to be consistent, meaning all the steps have the same height and the distance between the inner corner to the outer corner of a step is the same






modeling workflow






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 14 mins ago









KRyan

1033




1033










asked yesterday









noClue

18018




18018







  • 5




    The "actual" pyramids you are likely referring to did not look like this. What we see today is the skeleton.
    – pipe
    22 hours ago










  • @pipe Actually some of the earlier pyramids were step pyramids. Certain nations only knew how to do step pyramids to begin with, and didn't figure out how to slope them until later. E.g. The Pyramid of Djoser
    – Pharap
    19 hours ago






  • 4




    @noClue Technically the "smooth 3-dimensional triangle" is the 'proper' pyramid. What you're asking for is a kind of step pyramid.
    – Pharap
    19 hours ago










  • Guys... I think everyone will know what I actually meant.
    – noClue
    13 hours ago






  • 2




    Actually, no, I didn’t—reading only the title, I absolutely thought you meant the mathematical figure properly referred to as “pyramid.” The current phrasing is misleading and unhelpful, and should be changed. I have suggested an edit along these lines.
    – KRyan
    6 hours ago












  • 5




    The "actual" pyramids you are likely referring to did not look like this. What we see today is the skeleton.
    – pipe
    22 hours ago










  • @pipe Actually some of the earlier pyramids were step pyramids. Certain nations only knew how to do step pyramids to begin with, and didn't figure out how to slope them until later. E.g. The Pyramid of Djoser
    – Pharap
    19 hours ago






  • 4




    @noClue Technically the "smooth 3-dimensional triangle" is the 'proper' pyramid. What you're asking for is a kind of step pyramid.
    – Pharap
    19 hours ago










  • Guys... I think everyone will know what I actually meant.
    – noClue
    13 hours ago






  • 2




    Actually, no, I didn’t—reading only the title, I absolutely thought you meant the mathematical figure properly referred to as “pyramid.” The current phrasing is misleading and unhelpful, and should be changed. I have suggested an edit along these lines.
    – KRyan
    6 hours ago







5




5




The "actual" pyramids you are likely referring to did not look like this. What we see today is the skeleton.
– pipe
22 hours ago




The "actual" pyramids you are likely referring to did not look like this. What we see today is the skeleton.
– pipe
22 hours ago












@pipe Actually some of the earlier pyramids were step pyramids. Certain nations only knew how to do step pyramids to begin with, and didn't figure out how to slope them until later. E.g. The Pyramid of Djoser
– Pharap
19 hours ago




@pipe Actually some of the earlier pyramids were step pyramids. Certain nations only knew how to do step pyramids to begin with, and didn't figure out how to slope them until later. E.g. The Pyramid of Djoser
– Pharap
19 hours ago




4




4




@noClue Technically the "smooth 3-dimensional triangle" is the 'proper' pyramid. What you're asking for is a kind of step pyramid.
– Pharap
19 hours ago




@noClue Technically the "smooth 3-dimensional triangle" is the 'proper' pyramid. What you're asking for is a kind of step pyramid.
– Pharap
19 hours ago












Guys... I think everyone will know what I actually meant.
– noClue
13 hours ago




Guys... I think everyone will know what I actually meant.
– noClue
13 hours ago




2




2




Actually, no, I didn’t—reading only the title, I absolutely thought you meant the mathematical figure properly referred to as “pyramid.” The current phrasing is misleading and unhelpful, and should be changed. I have suggested an edit along these lines.
– KRyan
6 hours ago




Actually, no, I didn’t—reading only the title, I absolutely thought you meant the mathematical figure properly referred to as “pyramid.” The current phrasing is misleading and unhelpful, and should be changed. I have suggested an edit along these lines.
– KRyan
6 hours ago










5 Answers
5






active

oldest

votes

















up vote
13
down vote













There is a builtin addon for that, no need to reinvent the wheel.
Under the User Preferences > Addons make sure Add Mesh : Extra Objects is active.



Then in the 3D view simply press Shift + A > Mesh > Extras > Step Pyramid



You can then adjust the builtin parameters as desired.



Animated screenshot of the add-on in action.



Only downsides are that a four sided pyramid seems by default rotated 45° about the Z axis in relation to world coordinates, it also is kind of destructive, in the sense that it can't easily be changed or its parameters adjusted after creation.



As suggested by @batFINGER the Reduce Step By value needs to be twice the Height to obtain "square steps" where the riser matches the tread depth, because as pointed out by Andrew Morton the reduction value is interpreted as a total taking into account both sides and hence divided by two.






share|improve this answer


















  • 1




    Crunching in 45 in for rotation z on creation is one way to "fast" fix. Could you elaborate on how to set reduce step size, eg how and why it needs to be 2x height for consistent step size? Suppose I've gone down the wheel re-invention path somewhat with answer. As mentioned for an irregular base bending the regular primitive whilst keeping insets consistent could prove difficult for some.
    – batFINGER
    23 hours ago










  • Nice addon! Activating.
    – John Dvorak
    19 hours ago










  • @batfinger I'll have to check on that later, not at the computer right now, never actually used this before this answer. Keeping insets consistent is a frequent problem I encounter too often when dealing with bezier curves bevel objects also. When the "curvature radius" is shorter than the section dimensions it leads to self intersections that are hard to deal with.
    – Duarte Farrajota Ramos
    19 hours ago











  • @batFINGER It's twice the height because there are ledges on both opposite sides.
    – Andrew Morton
    18 hours ago










  • Cheers @AndrewMorton . Lobbying to see that detail edited into answer. 8^)
    – batFINGER
    18 hours ago

















up vote
3
down vote













The simplest solution is probably the Remesh modifier:



  1. Create a simple pyramid out of five faces. You can do that by shrinking the top face of a cube to a single point and removing duplicate vertices.

  2. Add a Remesh modifier. Set Mode to Blocks.

  3. Increase Octree Depth until sufficient number of pyramid steps has been achieved or surpassed.

  4. Decrease Scale to reduce the number of steps.

  5. Apply the modifier, optionally tweak the object scale.

At this point, you already have a pyramid shape but its mesh is rather dense. To clean up the mesh:



  1. Switch to edit mode (TAB).

  2. space -> Limited Dissolve. This fixes vertical faces but it leaves horizontal faces with the wrong edges.

  3. Mesh -> Clean Up -> Split Concave Faces. This splits the horizontal surfaces in the way we want. Be sure to select all of the faces.

  4. Num 7 -> Num 5 -> 3x Num 4 to switch to top-down view rotated 45 degrees.

  5. Box select the north and south slopes and press space -> enter to Limited Dissolve again to remove unwanted edges.

  6. Repeat once again for the west and south slopes.

Now you can efficiently tweak the mesh. To remove the bottom step, select the bottom face, then press CTRL + Num + -> X -> Dissolve Vertices. Similarly for the top step.






share|improve this answer



























    up vote
    3
    down vote













    A bmesh solution



    As an exercise wrote a bmesh script to take a single ngon mesh and make it a consistent pyramid with steps steps of size step_size.



    I've used the the primitive plane add as a default ngon. Comment that part out, manually add any single ngon face object, select it, and run script in object mode.



    Basically the script takes a face, makes the base (solidify), then insets and extrudes along the normal for each extra step of the pyramid. By no means the quickest way to do this, however for non-regular based pyramids produces solution which may be easier than editing from regular pyramid created using extra objects addon's stepped pyramid.



    enter image description hereSample runs, on default plane, filled ngon circle, and arbitrary 6 sided ngon shaped mesh



    import bpy
    from mathutils import Vector
    import bmesh

    step_size = 0.1
    steps = 10
    # remove and make some single ngon active mesh object for arbitrary base
    bpy.ops.mesh.primitive_plane_add()
    context = bpy.context
    ob = context.object
    me = ob.data
    bm = bmesh.new()
    bm.from_mesh(me)
    faces = bm.faces[:]
    vec = step_size * faces[0].normal #* Vector((0, 0, 1))

    # make the base
    bmesh.ops.solidify(bm, geom=faces, thickness=step_size)
    bmesh.ops.translate(bm, vec=vec, verts=bm.verts)
    steps -= 1

    for s in range(steps):
    bmesh.ops.inset_individual(bm, faces=faces, use_even_offset=True, thickness=step_size)
    ret = bmesh.ops.extrude_face_region(bm, geom=faces)
    faces = [f for f in ret['geom'] if isinstance(f, bmesh.types.BMFace)]
    verts=[v for v in ret['geom'] if isinstance(v, bmesh.types.BMVert)]
    bmesh.ops.translate(bm, vec=vec, verts=verts)

    bm.to_mesh(me)





    share|improve this answer



























      up vote
      1
      down vote













      You can do this by using an Array modifier and an Empty.



      1. Create a new cube, and scale it to the size of your step.


      2. Very important! Hit Ctrl > A (or the appropriate command on your operating system) and select Scale. This applies the scale so that the array modifier doesn't get confused.


      3. Switch over to the Modifiers tab in the Properties panel (looks like a wrench) and select Add Modifier. You should see one that says Array under Generate. Click that one.


      4. Create an Empty (Shift > A > Empty). It can be any one of the options you want, we will be able to delete it later. I selected a Cube.


      5. Move the empty object to where you want the offset of the step would be. I just set mine with an X and Y of 0, and then I set the Z to 1. That will be the offset each step will take.


      6. Scale the empty object to how you want the steps scaled. If you do not scale it, the array modifier will just place blocks upon blocks; you want steps. I scaled mine to 0.8 which looks pretty good in my opinion. Do NOT apply the scale! It is needed for the array modifier.


      7. Go back to the cube object and to the modifiers tab. Under Count uncheck Relative Offset and select Object Offset. Click the value box with the cube in it. It should show a list of objects. Select the Empty.


      8. Increase the count to the number of steps you want and you should see the pyramid! Adjust it to your liking.


      9. To permanently apply this to your object do this: Under the Array modifier click Apply. The modifier should disappear, but the object should seem unchanged. Now, you can delete the Empty.


      10. You are done! Following my own steps I got this:


      enter image description here



      Not exactly your picture but I'm sure by adjusting the values of the empty you can get something of equal likeness :)






      share|improve this answer
















      • 2




        This doesn't leave all steps with the same size...
        – John Dvorak
        yesterday










      • Oops...I'm trying to fix that right now. I'm a beginner myself, every time I set the empty Z scale to 1 it looks weird
        – Sam1370
        yesterday






      • 2




        @Sam1370 The reason it gets weird, is that it scales down from the most recent one. So if you set the X and Y scales of the empty to 0.9, the first (not counting the original, which stays the same) will be 0.9, the second will be 0.9*0.9 = 0.81, the third will be 0.9*0.9*0.9 = 0.729 and so on.
        – Duane Dibbley
        yesterday






      • 2




        This would have been my way... It works fine if your array is in say, Z, and you scale the Empty S-Shift-Z in object mode. All the steps have equal depth - The array elements pick up the XY scale. ,,Maybe the OP wanted a manifold mesh, though?
        – Robin Betts
        yesterday










      • @DuaneDibbley Got it, thanks. If anyone has a solution, please edit my answer. :)
        – Sam1370
        yesterday

















      up vote
      1
      down vote













      If you want each step to set back the same distance and to rise the same height, 1 way I like



      1. Add a plane

      2. subdivide it into as many segments as you need.subdivided plane

      3. Extrude along the z axis a fixed distance. In the example, I use e.2Row 1

      4. deselect the outer ring of facesdeselect

      5. Repeat steps 3 and 4 until doneenter image description here

      If you want to use a rectangle, then use edge loops rather than subdividing. You can have rectangular steps that way. You don't have to make each step the same height.






      share|improve this answer
















      • 1




        A faster way is to inset faces. 1) add a plane. 2) extrude. 3) inset. repeat steps 2 and 3 as desired. By using numerical values for the inset and extrude, you can precisely control the setback and height. This also creates fewer faces.
        – Marty Fouts
        yesterday










      • Lol, that sounds a familiar method. The bonus of doing it this way is it uses the basic building brick (eg Nile sandstone block) size.
        – batFINGER
        23 hours ago










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      5 Answers
      5






      active

      oldest

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      5 Answers
      5






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes








      up vote
      13
      down vote













      There is a builtin addon for that, no need to reinvent the wheel.
      Under the User Preferences > Addons make sure Add Mesh : Extra Objects is active.



      Then in the 3D view simply press Shift + A > Mesh > Extras > Step Pyramid



      You can then adjust the builtin parameters as desired.



      Animated screenshot of the add-on in action.



      Only downsides are that a four sided pyramid seems by default rotated 45° about the Z axis in relation to world coordinates, it also is kind of destructive, in the sense that it can't easily be changed or its parameters adjusted after creation.



      As suggested by @batFINGER the Reduce Step By value needs to be twice the Height to obtain "square steps" where the riser matches the tread depth, because as pointed out by Andrew Morton the reduction value is interpreted as a total taking into account both sides and hence divided by two.






      share|improve this answer


















      • 1




        Crunching in 45 in for rotation z on creation is one way to "fast" fix. Could you elaborate on how to set reduce step size, eg how and why it needs to be 2x height for consistent step size? Suppose I've gone down the wheel re-invention path somewhat with answer. As mentioned for an irregular base bending the regular primitive whilst keeping insets consistent could prove difficult for some.
        – batFINGER
        23 hours ago










      • Nice addon! Activating.
        – John Dvorak
        19 hours ago










      • @batfinger I'll have to check on that later, not at the computer right now, never actually used this before this answer. Keeping insets consistent is a frequent problem I encounter too often when dealing with bezier curves bevel objects also. When the "curvature radius" is shorter than the section dimensions it leads to self intersections that are hard to deal with.
        – Duarte Farrajota Ramos
        19 hours ago











      • @batFINGER It's twice the height because there are ledges on both opposite sides.
        – Andrew Morton
        18 hours ago










      • Cheers @AndrewMorton . Lobbying to see that detail edited into answer. 8^)
        – batFINGER
        18 hours ago














      up vote
      13
      down vote













      There is a builtin addon for that, no need to reinvent the wheel.
      Under the User Preferences > Addons make sure Add Mesh : Extra Objects is active.



      Then in the 3D view simply press Shift + A > Mesh > Extras > Step Pyramid



      You can then adjust the builtin parameters as desired.



      Animated screenshot of the add-on in action.



      Only downsides are that a four sided pyramid seems by default rotated 45° about the Z axis in relation to world coordinates, it also is kind of destructive, in the sense that it can't easily be changed or its parameters adjusted after creation.



      As suggested by @batFINGER the Reduce Step By value needs to be twice the Height to obtain "square steps" where the riser matches the tread depth, because as pointed out by Andrew Morton the reduction value is interpreted as a total taking into account both sides and hence divided by two.






      share|improve this answer


















      • 1




        Crunching in 45 in for rotation z on creation is one way to "fast" fix. Could you elaborate on how to set reduce step size, eg how and why it needs to be 2x height for consistent step size? Suppose I've gone down the wheel re-invention path somewhat with answer. As mentioned for an irregular base bending the regular primitive whilst keeping insets consistent could prove difficult for some.
        – batFINGER
        23 hours ago










      • Nice addon! Activating.
        – John Dvorak
        19 hours ago










      • @batfinger I'll have to check on that later, not at the computer right now, never actually used this before this answer. Keeping insets consistent is a frequent problem I encounter too often when dealing with bezier curves bevel objects also. When the "curvature radius" is shorter than the section dimensions it leads to self intersections that are hard to deal with.
        – Duarte Farrajota Ramos
        19 hours ago











      • @batFINGER It's twice the height because there are ledges on both opposite sides.
        – Andrew Morton
        18 hours ago










      • Cheers @AndrewMorton . Lobbying to see that detail edited into answer. 8^)
        – batFINGER
        18 hours ago












      up vote
      13
      down vote










      up vote
      13
      down vote









      There is a builtin addon for that, no need to reinvent the wheel.
      Under the User Preferences > Addons make sure Add Mesh : Extra Objects is active.



      Then in the 3D view simply press Shift + A > Mesh > Extras > Step Pyramid



      You can then adjust the builtin parameters as desired.



      Animated screenshot of the add-on in action.



      Only downsides are that a four sided pyramid seems by default rotated 45° about the Z axis in relation to world coordinates, it also is kind of destructive, in the sense that it can't easily be changed or its parameters adjusted after creation.



      As suggested by @batFINGER the Reduce Step By value needs to be twice the Height to obtain "square steps" where the riser matches the tread depth, because as pointed out by Andrew Morton the reduction value is interpreted as a total taking into account both sides and hence divided by two.






      share|improve this answer














      There is a builtin addon for that, no need to reinvent the wheel.
      Under the User Preferences > Addons make sure Add Mesh : Extra Objects is active.



      Then in the 3D view simply press Shift + A > Mesh > Extras > Step Pyramid



      You can then adjust the builtin parameters as desired.



      Animated screenshot of the add-on in action.



      Only downsides are that a four sided pyramid seems by default rotated 45° about the Z axis in relation to world coordinates, it also is kind of destructive, in the sense that it can't easily be changed or its parameters adjusted after creation.



      As suggested by @batFINGER the Reduce Step By value needs to be twice the Height to obtain "square steps" where the riser matches the tread depth, because as pointed out by Andrew Morton the reduction value is interpreted as a total taking into account both sides and hence divided by two.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 5 hours ago

























      answered yesterday









      Duarte Farrajota Ramos

      29.7k43272




      29.7k43272







      • 1




        Crunching in 45 in for rotation z on creation is one way to "fast" fix. Could you elaborate on how to set reduce step size, eg how and why it needs to be 2x height for consistent step size? Suppose I've gone down the wheel re-invention path somewhat with answer. As mentioned for an irregular base bending the regular primitive whilst keeping insets consistent could prove difficult for some.
        – batFINGER
        23 hours ago










      • Nice addon! Activating.
        – John Dvorak
        19 hours ago










      • @batfinger I'll have to check on that later, not at the computer right now, never actually used this before this answer. Keeping insets consistent is a frequent problem I encounter too often when dealing with bezier curves bevel objects also. When the "curvature radius" is shorter than the section dimensions it leads to self intersections that are hard to deal with.
        – Duarte Farrajota Ramos
        19 hours ago











      • @batFINGER It's twice the height because there are ledges on both opposite sides.
        – Andrew Morton
        18 hours ago










      • Cheers @AndrewMorton . Lobbying to see that detail edited into answer. 8^)
        – batFINGER
        18 hours ago












      • 1




        Crunching in 45 in for rotation z on creation is one way to "fast" fix. Could you elaborate on how to set reduce step size, eg how and why it needs to be 2x height for consistent step size? Suppose I've gone down the wheel re-invention path somewhat with answer. As mentioned for an irregular base bending the regular primitive whilst keeping insets consistent could prove difficult for some.
        – batFINGER
        23 hours ago










      • Nice addon! Activating.
        – John Dvorak
        19 hours ago










      • @batfinger I'll have to check on that later, not at the computer right now, never actually used this before this answer. Keeping insets consistent is a frequent problem I encounter too often when dealing with bezier curves bevel objects also. When the "curvature radius" is shorter than the section dimensions it leads to self intersections that are hard to deal with.
        – Duarte Farrajota Ramos
        19 hours ago











      • @batFINGER It's twice the height because there are ledges on both opposite sides.
        – Andrew Morton
        18 hours ago










      • Cheers @AndrewMorton . Lobbying to see that detail edited into answer. 8^)
        – batFINGER
        18 hours ago







      1




      1




      Crunching in 45 in for rotation z on creation is one way to "fast" fix. Could you elaborate on how to set reduce step size, eg how and why it needs to be 2x height for consistent step size? Suppose I've gone down the wheel re-invention path somewhat with answer. As mentioned for an irregular base bending the regular primitive whilst keeping insets consistent could prove difficult for some.
      – batFINGER
      23 hours ago




      Crunching in 45 in for rotation z on creation is one way to "fast" fix. Could you elaborate on how to set reduce step size, eg how and why it needs to be 2x height for consistent step size? Suppose I've gone down the wheel re-invention path somewhat with answer. As mentioned for an irregular base bending the regular primitive whilst keeping insets consistent could prove difficult for some.
      – batFINGER
      23 hours ago












      Nice addon! Activating.
      – John Dvorak
      19 hours ago




      Nice addon! Activating.
      – John Dvorak
      19 hours ago












      @batfinger I'll have to check on that later, not at the computer right now, never actually used this before this answer. Keeping insets consistent is a frequent problem I encounter too often when dealing with bezier curves bevel objects also. When the "curvature radius" is shorter than the section dimensions it leads to self intersections that are hard to deal with.
      – Duarte Farrajota Ramos
      19 hours ago





      @batfinger I'll have to check on that later, not at the computer right now, never actually used this before this answer. Keeping insets consistent is a frequent problem I encounter too often when dealing with bezier curves bevel objects also. When the "curvature radius" is shorter than the section dimensions it leads to self intersections that are hard to deal with.
      – Duarte Farrajota Ramos
      19 hours ago













      @batFINGER It's twice the height because there are ledges on both opposite sides.
      – Andrew Morton
      18 hours ago




      @batFINGER It's twice the height because there are ledges on both opposite sides.
      – Andrew Morton
      18 hours ago












      Cheers @AndrewMorton . Lobbying to see that detail edited into answer. 8^)
      – batFINGER
      18 hours ago




      Cheers @AndrewMorton . Lobbying to see that detail edited into answer. 8^)
      – batFINGER
      18 hours ago












      up vote
      3
      down vote













      The simplest solution is probably the Remesh modifier:



      1. Create a simple pyramid out of five faces. You can do that by shrinking the top face of a cube to a single point and removing duplicate vertices.

      2. Add a Remesh modifier. Set Mode to Blocks.

      3. Increase Octree Depth until sufficient number of pyramid steps has been achieved or surpassed.

      4. Decrease Scale to reduce the number of steps.

      5. Apply the modifier, optionally tweak the object scale.

      At this point, you already have a pyramid shape but its mesh is rather dense. To clean up the mesh:



      1. Switch to edit mode (TAB).

      2. space -> Limited Dissolve. This fixes vertical faces but it leaves horizontal faces with the wrong edges.

      3. Mesh -> Clean Up -> Split Concave Faces. This splits the horizontal surfaces in the way we want. Be sure to select all of the faces.

      4. Num 7 -> Num 5 -> 3x Num 4 to switch to top-down view rotated 45 degrees.

      5. Box select the north and south slopes and press space -> enter to Limited Dissolve again to remove unwanted edges.

      6. Repeat once again for the west and south slopes.

      Now you can efficiently tweak the mesh. To remove the bottom step, select the bottom face, then press CTRL + Num + -> X -> Dissolve Vertices. Similarly for the top step.






      share|improve this answer
























        up vote
        3
        down vote













        The simplest solution is probably the Remesh modifier:



        1. Create a simple pyramid out of five faces. You can do that by shrinking the top face of a cube to a single point and removing duplicate vertices.

        2. Add a Remesh modifier. Set Mode to Blocks.

        3. Increase Octree Depth until sufficient number of pyramid steps has been achieved or surpassed.

        4. Decrease Scale to reduce the number of steps.

        5. Apply the modifier, optionally tweak the object scale.

        At this point, you already have a pyramid shape but its mesh is rather dense. To clean up the mesh:



        1. Switch to edit mode (TAB).

        2. space -> Limited Dissolve. This fixes vertical faces but it leaves horizontal faces with the wrong edges.

        3. Mesh -> Clean Up -> Split Concave Faces. This splits the horizontal surfaces in the way we want. Be sure to select all of the faces.

        4. Num 7 -> Num 5 -> 3x Num 4 to switch to top-down view rotated 45 degrees.

        5. Box select the north and south slopes and press space -> enter to Limited Dissolve again to remove unwanted edges.

        6. Repeat once again for the west and south slopes.

        Now you can efficiently tweak the mesh. To remove the bottom step, select the bottom face, then press CTRL + Num + -> X -> Dissolve Vertices. Similarly for the top step.






        share|improve this answer






















          up vote
          3
          down vote










          up vote
          3
          down vote









          The simplest solution is probably the Remesh modifier:



          1. Create a simple pyramid out of five faces. You can do that by shrinking the top face of a cube to a single point and removing duplicate vertices.

          2. Add a Remesh modifier. Set Mode to Blocks.

          3. Increase Octree Depth until sufficient number of pyramid steps has been achieved or surpassed.

          4. Decrease Scale to reduce the number of steps.

          5. Apply the modifier, optionally tweak the object scale.

          At this point, you already have a pyramid shape but its mesh is rather dense. To clean up the mesh:



          1. Switch to edit mode (TAB).

          2. space -> Limited Dissolve. This fixes vertical faces but it leaves horizontal faces with the wrong edges.

          3. Mesh -> Clean Up -> Split Concave Faces. This splits the horizontal surfaces in the way we want. Be sure to select all of the faces.

          4. Num 7 -> Num 5 -> 3x Num 4 to switch to top-down view rotated 45 degrees.

          5. Box select the north and south slopes and press space -> enter to Limited Dissolve again to remove unwanted edges.

          6. Repeat once again for the west and south slopes.

          Now you can efficiently tweak the mesh. To remove the bottom step, select the bottom face, then press CTRL + Num + -> X -> Dissolve Vertices. Similarly for the top step.






          share|improve this answer












          The simplest solution is probably the Remesh modifier:



          1. Create a simple pyramid out of five faces. You can do that by shrinking the top face of a cube to a single point and removing duplicate vertices.

          2. Add a Remesh modifier. Set Mode to Blocks.

          3. Increase Octree Depth until sufficient number of pyramid steps has been achieved or surpassed.

          4. Decrease Scale to reduce the number of steps.

          5. Apply the modifier, optionally tweak the object scale.

          At this point, you already have a pyramid shape but its mesh is rather dense. To clean up the mesh:



          1. Switch to edit mode (TAB).

          2. space -> Limited Dissolve. This fixes vertical faces but it leaves horizontal faces with the wrong edges.

          3. Mesh -> Clean Up -> Split Concave Faces. This splits the horizontal surfaces in the way we want. Be sure to select all of the faces.

          4. Num 7 -> Num 5 -> 3x Num 4 to switch to top-down view rotated 45 degrees.

          5. Box select the north and south slopes and press space -> enter to Limited Dissolve again to remove unwanted edges.

          6. Repeat once again for the west and south slopes.

          Now you can efficiently tweak the mesh. To remove the bottom step, select the bottom face, then press CTRL + Num + -> X -> Dissolve Vertices. Similarly for the top step.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered yesterday









          John Dvorak

          34118




          34118




















              up vote
              3
              down vote













              A bmesh solution



              As an exercise wrote a bmesh script to take a single ngon mesh and make it a consistent pyramid with steps steps of size step_size.



              I've used the the primitive plane add as a default ngon. Comment that part out, manually add any single ngon face object, select it, and run script in object mode.



              Basically the script takes a face, makes the base (solidify), then insets and extrudes along the normal for each extra step of the pyramid. By no means the quickest way to do this, however for non-regular based pyramids produces solution which may be easier than editing from regular pyramid created using extra objects addon's stepped pyramid.



              enter image description hereSample runs, on default plane, filled ngon circle, and arbitrary 6 sided ngon shaped mesh



              import bpy
              from mathutils import Vector
              import bmesh

              step_size = 0.1
              steps = 10
              # remove and make some single ngon active mesh object for arbitrary base
              bpy.ops.mesh.primitive_plane_add()
              context = bpy.context
              ob = context.object
              me = ob.data
              bm = bmesh.new()
              bm.from_mesh(me)
              faces = bm.faces[:]
              vec = step_size * faces[0].normal #* Vector((0, 0, 1))

              # make the base
              bmesh.ops.solidify(bm, geom=faces, thickness=step_size)
              bmesh.ops.translate(bm, vec=vec, verts=bm.verts)
              steps -= 1

              for s in range(steps):
              bmesh.ops.inset_individual(bm, faces=faces, use_even_offset=True, thickness=step_size)
              ret = bmesh.ops.extrude_face_region(bm, geom=faces)
              faces = [f for f in ret['geom'] if isinstance(f, bmesh.types.BMFace)]
              verts=[v for v in ret['geom'] if isinstance(v, bmesh.types.BMVert)]
              bmesh.ops.translate(bm, vec=vec, verts=verts)

              bm.to_mesh(me)





              share|improve this answer
























                up vote
                3
                down vote













                A bmesh solution



                As an exercise wrote a bmesh script to take a single ngon mesh and make it a consistent pyramid with steps steps of size step_size.



                I've used the the primitive plane add as a default ngon. Comment that part out, manually add any single ngon face object, select it, and run script in object mode.



                Basically the script takes a face, makes the base (solidify), then insets and extrudes along the normal for each extra step of the pyramid. By no means the quickest way to do this, however for non-regular based pyramids produces solution which may be easier than editing from regular pyramid created using extra objects addon's stepped pyramid.



                enter image description hereSample runs, on default plane, filled ngon circle, and arbitrary 6 sided ngon shaped mesh



                import bpy
                from mathutils import Vector
                import bmesh

                step_size = 0.1
                steps = 10
                # remove and make some single ngon active mesh object for arbitrary base
                bpy.ops.mesh.primitive_plane_add()
                context = bpy.context
                ob = context.object
                me = ob.data
                bm = bmesh.new()
                bm.from_mesh(me)
                faces = bm.faces[:]
                vec = step_size * faces[0].normal #* Vector((0, 0, 1))

                # make the base
                bmesh.ops.solidify(bm, geom=faces, thickness=step_size)
                bmesh.ops.translate(bm, vec=vec, verts=bm.verts)
                steps -= 1

                for s in range(steps):
                bmesh.ops.inset_individual(bm, faces=faces, use_even_offset=True, thickness=step_size)
                ret = bmesh.ops.extrude_face_region(bm, geom=faces)
                faces = [f for f in ret['geom'] if isinstance(f, bmesh.types.BMFace)]
                verts=[v for v in ret['geom'] if isinstance(v, bmesh.types.BMVert)]
                bmesh.ops.translate(bm, vec=vec, verts=verts)

                bm.to_mesh(me)





                share|improve this answer






















                  up vote
                  3
                  down vote










                  up vote
                  3
                  down vote









                  A bmesh solution



                  As an exercise wrote a bmesh script to take a single ngon mesh and make it a consistent pyramid with steps steps of size step_size.



                  I've used the the primitive plane add as a default ngon. Comment that part out, manually add any single ngon face object, select it, and run script in object mode.



                  Basically the script takes a face, makes the base (solidify), then insets and extrudes along the normal for each extra step of the pyramid. By no means the quickest way to do this, however for non-regular based pyramids produces solution which may be easier than editing from regular pyramid created using extra objects addon's stepped pyramid.



                  enter image description hereSample runs, on default plane, filled ngon circle, and arbitrary 6 sided ngon shaped mesh



                  import bpy
                  from mathutils import Vector
                  import bmesh

                  step_size = 0.1
                  steps = 10
                  # remove and make some single ngon active mesh object for arbitrary base
                  bpy.ops.mesh.primitive_plane_add()
                  context = bpy.context
                  ob = context.object
                  me = ob.data
                  bm = bmesh.new()
                  bm.from_mesh(me)
                  faces = bm.faces[:]
                  vec = step_size * faces[0].normal #* Vector((0, 0, 1))

                  # make the base
                  bmesh.ops.solidify(bm, geom=faces, thickness=step_size)
                  bmesh.ops.translate(bm, vec=vec, verts=bm.verts)
                  steps -= 1

                  for s in range(steps):
                  bmesh.ops.inset_individual(bm, faces=faces, use_even_offset=True, thickness=step_size)
                  ret = bmesh.ops.extrude_face_region(bm, geom=faces)
                  faces = [f for f in ret['geom'] if isinstance(f, bmesh.types.BMFace)]
                  verts=[v for v in ret['geom'] if isinstance(v, bmesh.types.BMVert)]
                  bmesh.ops.translate(bm, vec=vec, verts=verts)

                  bm.to_mesh(me)





                  share|improve this answer












                  A bmesh solution



                  As an exercise wrote a bmesh script to take a single ngon mesh and make it a consistent pyramid with steps steps of size step_size.



                  I've used the the primitive plane add as a default ngon. Comment that part out, manually add any single ngon face object, select it, and run script in object mode.



                  Basically the script takes a face, makes the base (solidify), then insets and extrudes along the normal for each extra step of the pyramid. By no means the quickest way to do this, however for non-regular based pyramids produces solution which may be easier than editing from regular pyramid created using extra objects addon's stepped pyramid.



                  enter image description hereSample runs, on default plane, filled ngon circle, and arbitrary 6 sided ngon shaped mesh



                  import bpy
                  from mathutils import Vector
                  import bmesh

                  step_size = 0.1
                  steps = 10
                  # remove and make some single ngon active mesh object for arbitrary base
                  bpy.ops.mesh.primitive_plane_add()
                  context = bpy.context
                  ob = context.object
                  me = ob.data
                  bm = bmesh.new()
                  bm.from_mesh(me)
                  faces = bm.faces[:]
                  vec = step_size * faces[0].normal #* Vector((0, 0, 1))

                  # make the base
                  bmesh.ops.solidify(bm, geom=faces, thickness=step_size)
                  bmesh.ops.translate(bm, vec=vec, verts=bm.verts)
                  steps -= 1

                  for s in range(steps):
                  bmesh.ops.inset_individual(bm, faces=faces, use_even_offset=True, thickness=step_size)
                  ret = bmesh.ops.extrude_face_region(bm, geom=faces)
                  faces = [f for f in ret['geom'] if isinstance(f, bmesh.types.BMFace)]
                  verts=[v for v in ret['geom'] if isinstance(v, bmesh.types.BMVert)]
                  bmesh.ops.translate(bm, vec=vec, verts=verts)

                  bm.to_mesh(me)






                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered yesterday









                  batFINGER

                  19.7k31960




                  19.7k31960




















                      up vote
                      1
                      down vote













                      You can do this by using an Array modifier and an Empty.



                      1. Create a new cube, and scale it to the size of your step.


                      2. Very important! Hit Ctrl > A (or the appropriate command on your operating system) and select Scale. This applies the scale so that the array modifier doesn't get confused.


                      3. Switch over to the Modifiers tab in the Properties panel (looks like a wrench) and select Add Modifier. You should see one that says Array under Generate. Click that one.


                      4. Create an Empty (Shift > A > Empty). It can be any one of the options you want, we will be able to delete it later. I selected a Cube.


                      5. Move the empty object to where you want the offset of the step would be. I just set mine with an X and Y of 0, and then I set the Z to 1. That will be the offset each step will take.


                      6. Scale the empty object to how you want the steps scaled. If you do not scale it, the array modifier will just place blocks upon blocks; you want steps. I scaled mine to 0.8 which looks pretty good in my opinion. Do NOT apply the scale! It is needed for the array modifier.


                      7. Go back to the cube object and to the modifiers tab. Under Count uncheck Relative Offset and select Object Offset. Click the value box with the cube in it. It should show a list of objects. Select the Empty.


                      8. Increase the count to the number of steps you want and you should see the pyramid! Adjust it to your liking.


                      9. To permanently apply this to your object do this: Under the Array modifier click Apply. The modifier should disappear, but the object should seem unchanged. Now, you can delete the Empty.


                      10. You are done! Following my own steps I got this:


                      enter image description here



                      Not exactly your picture but I'm sure by adjusting the values of the empty you can get something of equal likeness :)






                      share|improve this answer
















                      • 2




                        This doesn't leave all steps with the same size...
                        – John Dvorak
                        yesterday










                      • Oops...I'm trying to fix that right now. I'm a beginner myself, every time I set the empty Z scale to 1 it looks weird
                        – Sam1370
                        yesterday






                      • 2




                        @Sam1370 The reason it gets weird, is that it scales down from the most recent one. So if you set the X and Y scales of the empty to 0.9, the first (not counting the original, which stays the same) will be 0.9, the second will be 0.9*0.9 = 0.81, the third will be 0.9*0.9*0.9 = 0.729 and so on.
                        – Duane Dibbley
                        yesterday






                      • 2




                        This would have been my way... It works fine if your array is in say, Z, and you scale the Empty S-Shift-Z in object mode. All the steps have equal depth - The array elements pick up the XY scale. ,,Maybe the OP wanted a manifold mesh, though?
                        – Robin Betts
                        yesterday










                      • @DuaneDibbley Got it, thanks. If anyone has a solution, please edit my answer. :)
                        – Sam1370
                        yesterday














                      up vote
                      1
                      down vote













                      You can do this by using an Array modifier and an Empty.



                      1. Create a new cube, and scale it to the size of your step.


                      2. Very important! Hit Ctrl > A (or the appropriate command on your operating system) and select Scale. This applies the scale so that the array modifier doesn't get confused.


                      3. Switch over to the Modifiers tab in the Properties panel (looks like a wrench) and select Add Modifier. You should see one that says Array under Generate. Click that one.


                      4. Create an Empty (Shift > A > Empty). It can be any one of the options you want, we will be able to delete it later. I selected a Cube.


                      5. Move the empty object to where you want the offset of the step would be. I just set mine with an X and Y of 0, and then I set the Z to 1. That will be the offset each step will take.


                      6. Scale the empty object to how you want the steps scaled. If you do not scale it, the array modifier will just place blocks upon blocks; you want steps. I scaled mine to 0.8 which looks pretty good in my opinion. Do NOT apply the scale! It is needed for the array modifier.


                      7. Go back to the cube object and to the modifiers tab. Under Count uncheck Relative Offset and select Object Offset. Click the value box with the cube in it. It should show a list of objects. Select the Empty.


                      8. Increase the count to the number of steps you want and you should see the pyramid! Adjust it to your liking.


                      9. To permanently apply this to your object do this: Under the Array modifier click Apply. The modifier should disappear, but the object should seem unchanged. Now, you can delete the Empty.


                      10. You are done! Following my own steps I got this:


                      enter image description here



                      Not exactly your picture but I'm sure by adjusting the values of the empty you can get something of equal likeness :)






                      share|improve this answer
















                      • 2




                        This doesn't leave all steps with the same size...
                        – John Dvorak
                        yesterday










                      • Oops...I'm trying to fix that right now. I'm a beginner myself, every time I set the empty Z scale to 1 it looks weird
                        – Sam1370
                        yesterday






                      • 2




                        @Sam1370 The reason it gets weird, is that it scales down from the most recent one. So if you set the X and Y scales of the empty to 0.9, the first (not counting the original, which stays the same) will be 0.9, the second will be 0.9*0.9 = 0.81, the third will be 0.9*0.9*0.9 = 0.729 and so on.
                        – Duane Dibbley
                        yesterday






                      • 2




                        This would have been my way... It works fine if your array is in say, Z, and you scale the Empty S-Shift-Z in object mode. All the steps have equal depth - The array elements pick up the XY scale. ,,Maybe the OP wanted a manifold mesh, though?
                        – Robin Betts
                        yesterday










                      • @DuaneDibbley Got it, thanks. If anyone has a solution, please edit my answer. :)
                        – Sam1370
                        yesterday












                      up vote
                      1
                      down vote










                      up vote
                      1
                      down vote









                      You can do this by using an Array modifier and an Empty.



                      1. Create a new cube, and scale it to the size of your step.


                      2. Very important! Hit Ctrl > A (or the appropriate command on your operating system) and select Scale. This applies the scale so that the array modifier doesn't get confused.


                      3. Switch over to the Modifiers tab in the Properties panel (looks like a wrench) and select Add Modifier. You should see one that says Array under Generate. Click that one.


                      4. Create an Empty (Shift > A > Empty). It can be any one of the options you want, we will be able to delete it later. I selected a Cube.


                      5. Move the empty object to where you want the offset of the step would be. I just set mine with an X and Y of 0, and then I set the Z to 1. That will be the offset each step will take.


                      6. Scale the empty object to how you want the steps scaled. If you do not scale it, the array modifier will just place blocks upon blocks; you want steps. I scaled mine to 0.8 which looks pretty good in my opinion. Do NOT apply the scale! It is needed for the array modifier.


                      7. Go back to the cube object and to the modifiers tab. Under Count uncheck Relative Offset and select Object Offset. Click the value box with the cube in it. It should show a list of objects. Select the Empty.


                      8. Increase the count to the number of steps you want and you should see the pyramid! Adjust it to your liking.


                      9. To permanently apply this to your object do this: Under the Array modifier click Apply. The modifier should disappear, but the object should seem unchanged. Now, you can delete the Empty.


                      10. You are done! Following my own steps I got this:


                      enter image description here



                      Not exactly your picture but I'm sure by adjusting the values of the empty you can get something of equal likeness :)






                      share|improve this answer












                      You can do this by using an Array modifier and an Empty.



                      1. Create a new cube, and scale it to the size of your step.


                      2. Very important! Hit Ctrl > A (or the appropriate command on your operating system) and select Scale. This applies the scale so that the array modifier doesn't get confused.


                      3. Switch over to the Modifiers tab in the Properties panel (looks like a wrench) and select Add Modifier. You should see one that says Array under Generate. Click that one.


                      4. Create an Empty (Shift > A > Empty). It can be any one of the options you want, we will be able to delete it later. I selected a Cube.


                      5. Move the empty object to where you want the offset of the step would be. I just set mine with an X and Y of 0, and then I set the Z to 1. That will be the offset each step will take.


                      6. Scale the empty object to how you want the steps scaled. If you do not scale it, the array modifier will just place blocks upon blocks; you want steps. I scaled mine to 0.8 which looks pretty good in my opinion. Do NOT apply the scale! It is needed for the array modifier.


                      7. Go back to the cube object and to the modifiers tab. Under Count uncheck Relative Offset and select Object Offset. Click the value box with the cube in it. It should show a list of objects. Select the Empty.


                      8. Increase the count to the number of steps you want and you should see the pyramid! Adjust it to your liking.


                      9. To permanently apply this to your object do this: Under the Array modifier click Apply. The modifier should disappear, but the object should seem unchanged. Now, you can delete the Empty.


                      10. You are done! Following my own steps I got this:


                      enter image description here



                      Not exactly your picture but I'm sure by adjusting the values of the empty you can get something of equal likeness :)







                      share|improve this answer












                      share|improve this answer



                      share|improve this answer










                      answered yesterday









                      Sam1370

                      678




                      678







                      • 2




                        This doesn't leave all steps with the same size...
                        – John Dvorak
                        yesterday










                      • Oops...I'm trying to fix that right now. I'm a beginner myself, every time I set the empty Z scale to 1 it looks weird
                        – Sam1370
                        yesterday






                      • 2




                        @Sam1370 The reason it gets weird, is that it scales down from the most recent one. So if you set the X and Y scales of the empty to 0.9, the first (not counting the original, which stays the same) will be 0.9, the second will be 0.9*0.9 = 0.81, the third will be 0.9*0.9*0.9 = 0.729 and so on.
                        – Duane Dibbley
                        yesterday






                      • 2




                        This would have been my way... It works fine if your array is in say, Z, and you scale the Empty S-Shift-Z in object mode. All the steps have equal depth - The array elements pick up the XY scale. ,,Maybe the OP wanted a manifold mesh, though?
                        – Robin Betts
                        yesterday










                      • @DuaneDibbley Got it, thanks. If anyone has a solution, please edit my answer. :)
                        – Sam1370
                        yesterday












                      • 2




                        This doesn't leave all steps with the same size...
                        – John Dvorak
                        yesterday










                      • Oops...I'm trying to fix that right now. I'm a beginner myself, every time I set the empty Z scale to 1 it looks weird
                        – Sam1370
                        yesterday






                      • 2




                        @Sam1370 The reason it gets weird, is that it scales down from the most recent one. So if you set the X and Y scales of the empty to 0.9, the first (not counting the original, which stays the same) will be 0.9, the second will be 0.9*0.9 = 0.81, the third will be 0.9*0.9*0.9 = 0.729 and so on.
                        – Duane Dibbley
                        yesterday






                      • 2




                        This would have been my way... It works fine if your array is in say, Z, and you scale the Empty S-Shift-Z in object mode. All the steps have equal depth - The array elements pick up the XY scale. ,,Maybe the OP wanted a manifold mesh, though?
                        – Robin Betts
                        yesterday










                      • @DuaneDibbley Got it, thanks. If anyone has a solution, please edit my answer. :)
                        – Sam1370
                        yesterday







                      2




                      2




                      This doesn't leave all steps with the same size...
                      – John Dvorak
                      yesterday




                      This doesn't leave all steps with the same size...
                      – John Dvorak
                      yesterday












                      Oops...I'm trying to fix that right now. I'm a beginner myself, every time I set the empty Z scale to 1 it looks weird
                      – Sam1370
                      yesterday




                      Oops...I'm trying to fix that right now. I'm a beginner myself, every time I set the empty Z scale to 1 it looks weird
                      – Sam1370
                      yesterday




                      2




                      2




                      @Sam1370 The reason it gets weird, is that it scales down from the most recent one. So if you set the X and Y scales of the empty to 0.9, the first (not counting the original, which stays the same) will be 0.9, the second will be 0.9*0.9 = 0.81, the third will be 0.9*0.9*0.9 = 0.729 and so on.
                      – Duane Dibbley
                      yesterday




                      @Sam1370 The reason it gets weird, is that it scales down from the most recent one. So if you set the X and Y scales of the empty to 0.9, the first (not counting the original, which stays the same) will be 0.9, the second will be 0.9*0.9 = 0.81, the third will be 0.9*0.9*0.9 = 0.729 and so on.
                      – Duane Dibbley
                      yesterday




                      2




                      2




                      This would have been my way... It works fine if your array is in say, Z, and you scale the Empty S-Shift-Z in object mode. All the steps have equal depth - The array elements pick up the XY scale. ,,Maybe the OP wanted a manifold mesh, though?
                      – Robin Betts
                      yesterday




                      This would have been my way... It works fine if your array is in say, Z, and you scale the Empty S-Shift-Z in object mode. All the steps have equal depth - The array elements pick up the XY scale. ,,Maybe the OP wanted a manifold mesh, though?
                      – Robin Betts
                      yesterday












                      @DuaneDibbley Got it, thanks. If anyone has a solution, please edit my answer. :)
                      – Sam1370
                      yesterday




                      @DuaneDibbley Got it, thanks. If anyone has a solution, please edit my answer. :)
                      – Sam1370
                      yesterday










                      up vote
                      1
                      down vote













                      If you want each step to set back the same distance and to rise the same height, 1 way I like



                      1. Add a plane

                      2. subdivide it into as many segments as you need.subdivided plane

                      3. Extrude along the z axis a fixed distance. In the example, I use e.2Row 1

                      4. deselect the outer ring of facesdeselect

                      5. Repeat steps 3 and 4 until doneenter image description here

                      If you want to use a rectangle, then use edge loops rather than subdividing. You can have rectangular steps that way. You don't have to make each step the same height.






                      share|improve this answer
















                      • 1




                        A faster way is to inset faces. 1) add a plane. 2) extrude. 3) inset. repeat steps 2 and 3 as desired. By using numerical values for the inset and extrude, you can precisely control the setback and height. This also creates fewer faces.
                        – Marty Fouts
                        yesterday










                      • Lol, that sounds a familiar method. The bonus of doing it this way is it uses the basic building brick (eg Nile sandstone block) size.
                        – batFINGER
                        23 hours ago














                      up vote
                      1
                      down vote













                      If you want each step to set back the same distance and to rise the same height, 1 way I like



                      1. Add a plane

                      2. subdivide it into as many segments as you need.subdivided plane

                      3. Extrude along the z axis a fixed distance. In the example, I use e.2Row 1

                      4. deselect the outer ring of facesdeselect

                      5. Repeat steps 3 and 4 until doneenter image description here

                      If you want to use a rectangle, then use edge loops rather than subdividing. You can have rectangular steps that way. You don't have to make each step the same height.






                      share|improve this answer
















                      • 1




                        A faster way is to inset faces. 1) add a plane. 2) extrude. 3) inset. repeat steps 2 and 3 as desired. By using numerical values for the inset and extrude, you can precisely control the setback and height. This also creates fewer faces.
                        – Marty Fouts
                        yesterday










                      • Lol, that sounds a familiar method. The bonus of doing it this way is it uses the basic building brick (eg Nile sandstone block) size.
                        – batFINGER
                        23 hours ago












                      up vote
                      1
                      down vote










                      up vote
                      1
                      down vote









                      If you want each step to set back the same distance and to rise the same height, 1 way I like



                      1. Add a plane

                      2. subdivide it into as many segments as you need.subdivided plane

                      3. Extrude along the z axis a fixed distance. In the example, I use e.2Row 1

                      4. deselect the outer ring of facesdeselect

                      5. Repeat steps 3 and 4 until doneenter image description here

                      If you want to use a rectangle, then use edge loops rather than subdividing. You can have rectangular steps that way. You don't have to make each step the same height.






                      share|improve this answer












                      If you want each step to set back the same distance and to rise the same height, 1 way I like



                      1. Add a plane

                      2. subdivide it into as many segments as you need.subdivided plane

                      3. Extrude along the z axis a fixed distance. In the example, I use e.2Row 1

                      4. deselect the outer ring of facesdeselect

                      5. Repeat steps 3 and 4 until doneenter image description here

                      If you want to use a rectangle, then use edge loops rather than subdividing. You can have rectangular steps that way. You don't have to make each step the same height.







                      share|improve this answer












                      share|improve this answer



                      share|improve this answer










                      answered yesterday









                      Marty Fouts

                      404211




                      404211







                      • 1




                        A faster way is to inset faces. 1) add a plane. 2) extrude. 3) inset. repeat steps 2 and 3 as desired. By using numerical values for the inset and extrude, you can precisely control the setback and height. This also creates fewer faces.
                        – Marty Fouts
                        yesterday










                      • Lol, that sounds a familiar method. The bonus of doing it this way is it uses the basic building brick (eg Nile sandstone block) size.
                        – batFINGER
                        23 hours ago












                      • 1




                        A faster way is to inset faces. 1) add a plane. 2) extrude. 3) inset. repeat steps 2 and 3 as desired. By using numerical values for the inset and extrude, you can precisely control the setback and height. This also creates fewer faces.
                        – Marty Fouts
                        yesterday










                      • Lol, that sounds a familiar method. The bonus of doing it this way is it uses the basic building brick (eg Nile sandstone block) size.
                        – batFINGER
                        23 hours ago







                      1




                      1




                      A faster way is to inset faces. 1) add a plane. 2) extrude. 3) inset. repeat steps 2 and 3 as desired. By using numerical values for the inset and extrude, you can precisely control the setback and height. This also creates fewer faces.
                      – Marty Fouts
                      yesterday




                      A faster way is to inset faces. 1) add a plane. 2) extrude. 3) inset. repeat steps 2 and 3 as desired. By using numerical values for the inset and extrude, you can precisely control the setback and height. This also creates fewer faces.
                      – Marty Fouts
                      yesterday












                      Lol, that sounds a familiar method. The bonus of doing it this way is it uses the basic building brick (eg Nile sandstone block) size.
                      – batFINGER
                      23 hours ago




                      Lol, that sounds a familiar method. The bonus of doing it this way is it uses the basic building brick (eg Nile sandstone block) size.
                      – batFINGER
                      23 hours ago

















                       

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