Resurfacing Mesh After Spin Operation I'm using Blender to create models for 3D printing.  Right now I'm using the spin tool to revolve a basic 3D shape around a center axis so that it create a set of overlapping identical units.  Think 24 cubes spun around the z-axis to create a ring of overlapping cubes.

This creates 24 overlapping cubes that intersect one another as a single object.  What I need is to remove the intersected areas and create a mesh that is just the surface of this new shape, rather than multiple intersected units.  

So far I have tried using the Remesh modifier on the object, but it has not proved helpful.  I'm not sure if this is the correct tool for this purpose or if I am even using it correctly.

What would be the correct way (or at least "a correct way") to do this and achieve the result I am looking for? (Exterior unified mesh with no overlapping internals).
Assuming you got something like that by spinning a cube (Alt-R):



You could simply use a plane for spinning to avoid the issues:



Note: Use Shift-D to remove duplicates and spin operator was invoked  in Edit Mode (Top Ortho View)