hoseinasadi Posted February 17, 2014 Share Posted February 17, 2014 i think this'd happened after using pro boolean. any idea how i can fix/avoid this ? Link to comment Share on other sites More sharing options...
Scott Schroeder Posted February 17, 2014 Share Posted February 17, 2014 What did you try to boolean? Booleans only really work properly if you use the proper objects and try to align edges and verts as much as possible. You also need to have your cutting object have a decent amount of face/vert information to calculate the cut. Without knowing what you are trying to achieve and your boolean objects, you won't find much additional help. Link to comment Share on other sites More sharing options...
hoseinasadi Posted February 17, 2014 Author Share Posted February 17, 2014 What did you try to boolean? Booleans only really work properly if you use the proper objects and try to align edges and verts as much as possible. You also need to have your cutting object have a decent amount of face/vert information to calculate the cut. Without knowing what you are trying to achieve and your boolean objects, you won't find much additional help. tried to cut in that oval shaped hole on top right corner. Link to comment Share on other sites More sharing options...
Scott Schroeder Posted February 17, 2014 Share Posted February 17, 2014 tried to cut in that oval shaped hole on top right corner. Right, but you are showing a clipped view of what the actual shape is and what the overall shape of the object you are wanting to cut. You are also not showing your original boolean cutting object. You might be able to make the hole with simple poly modeling and avoid booleans all together. We can't tell until you give more information and better views. Link to comment Share on other sites More sharing options...
Dejan Sparovec Posted February 17, 2014 Share Posted February 17, 2014 What you can do to avoid this is to select only the polygons that are going to be affected by the boolean operation and detach them to a separate object and only then do the boolean. That way you'll at least have less topology to fix. Link to comment Share on other sites More sharing options...
Nic H Posted February 17, 2014 Share Posted February 17, 2014 you cant really use booleans if you need to edit the mesh or do anything with it afterwards you can get that shape with poly modelling / turbosmooth Link to comment Share on other sites More sharing options...
RyderSK Posted February 17, 2014 Share Posted February 17, 2014 Seems it worked ? What is the problem ? The odd wireframe is graphical glitch, the quadmesh stayed in-tact. Not sure why it does that, but it's only visual occurence. Link to comment Share on other sites More sharing options...
hoseinasadi Posted February 19, 2014 Author Share Posted February 19, 2014 What you can do to avoid this is to select only the polygons that are going to be affected by the boolean operation and detach them to a separate object and only then do the boolean. That way you'll at least have less topology to fix. very practical, thanks for the tip man. Link to comment Share on other sites More sharing options...
hoseinasadi Posted February 19, 2014 Author Share Posted February 19, 2014 Seems it worked ? What is the problem ? The odd wireframe is graphical glitch, the quadmesh stayed in-tact. Not sure why it does that, but it's only visual occurence. it's a really weird wireframe and the size and specially the shape of quads isnt the same. for instance that long curvy quad that's selected in red. Link to comment Share on other sites More sharing options...
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