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Boolean blues
Sean Curran
#1 Posted : Sunday, May 01, 2011 2:57:19 PM(UTC)
Rank: FP Student

Groups: 3D Modeling, Digital Painting, ZBrush
Joined: 3/26/2011(UTC)
Posts: 7
Location: Seattle

I'm having Issues creating a trim for my tower, I would greatly appreciate any advice. I created a shape from an edge selection than converted it to a poly, I then used the boolean union tool to attach it it. the geometry is ugly as shit and I'll have to delete the inside polys. There has to be a cleaner way, perhaps a way to join the trim to the building immediately after it's creation rather than converting to poly and then Boolean...ing(?). Or maybe I'm using the wrong tool, boolean in the wrong manner. If someone has the answer, you'll save both my keyboard and forehead from multiple collisions with eachother.

 

Thanks

Sean

Tower

LucasSchmidt
#2 Posted : Tuesday, May 03, 2011 1:02:01 PM(UTC)
Rank: FP Student

Groups: 3D Modeling, ZBrush
Joined: 3/28/2011(UTC)
Posts: 38
Location: Seattle

I'm not sure exactly what you're trying to do with the two pieces, but if you're just trying to fill in the open space between them you can use the bridge tool in edge mode. Select the edges you want to bridge and it creates geometry between them.
Philip Hunter
#3 Posted : Wednesday, June 08, 2011 10:17:14 PM(UTC)
Rank: FP Student

Groups: 3D Modeling, Digital Painting
Joined: 3/24/2011(UTC)
Posts: 10
Man
Location: Redmond, Wa

If what Lucas suggested doesn't work, try creating the polys manually using the <create> poly button while under "Polygon Mode." To make it easier, use the snap button (the magnet with the three up on the tool bar).. right click on it and choose to snap to vertex. This makes it ten times easier. As for boolean, I have found that unless it is a simple boolean there will always be at least a small mess to clean up.. whether that is extra vertexes or some other strange artifact.

If there seems to be polygons overlapping in strange ways after a boolean, or ever really... try pressing <retriangulate> while under "Polygon Mode." This automatically reorganizes all the "invisible" edges that define the triangles of a quad(4 sided) or ngon (5 sides+) poly. These edges that aren't normally shown in max (unless you are in "Edit Mesh") but they still very much affect the shape of the geometry.
Joe Pikop
#4 Posted : Tuesday, July 05, 2011 4:00:11 PM(UTC)
Rank: FP Instructor

Groups: FP Instructor
Joined: 4/11/2011(UTC)
Posts: 3
Location: Seattle

What do you need to boolean that for? While I'm not certain what that model is supposed to represent, there's no reason you should be doing a boolean on that. In fact, avoid booleans whenever possible. In this case it looks like the thing you want to do can be easily achieved by just capping the model and letting the intersection be floating model chunks.
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