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Cleaning up booleans?
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  • hhal9000
  • Posted: 21 August 2010 12:10 PM
  • Total Posts: 25
  • Joined: 16 April 2007 09:25 AM

I’m trying to clean up my topology after using a boolean operation but after using the cut tool a few times some of the faces disappear and I can’t finish cutting the remaining faces.Can someone suggest how I can achieve these cuts in maya?



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  • hoaken
  • Posted: 23 August 2010 01:55 AM

I dont know if this is applicable to Maya, but in 3DS, I always try to boolean only once to avoid this kinda thing.

Why do you need to boolean more than once? Is it because you need more than one hole? Or is it cos you have a more complex shape? Either case, you can create a single mesh. Say, you wanted to punch three cylindical holes in a block, you could create three cylinders then boolean 3 times. This could cause you problems. Instead, create one “mesh” that is three cylinders. Please refer to attachment. The yellow mesh is a single object (mesh) version of the blue,red,green cylinders. Use this yellow mess to boolean. This way you will only need to boolean once.

I hope this helps.



3DS Max 6 to 2009, Maya 2010
Windows XP Pro x64 SP2
NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM
http://www.beanboxanimation.co.uk

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Thanks for the reply hoaken.Don’t think I made myself clear-I am just trying to punch a hole through a single face of a cube.The boolean operation is successfull but I am left with an Ngon which will collapse when I try to subdivide.So the next step would be to cut the Ngon into quads.However when I try to do this at a certain point I get the above artifacts where faces disappear.I have checked for flipped normals.

Author: hhal9000

Replied: 23 August 2010 04:34 AM  
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Sometimes it helps to add edge-loops to block off the area where the boolean will take place.  Then edit it after.  See the first image below…

But often its best to avoid the boolean all together and create your own cuts.  See the second image below…



3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)

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Thanks for the illustrations Valen.Did you do this in max?It seems you can’t do this with Maya in the same way.Whenever I boolean into a single face and try and add cuts weird things start happening and faces start to dissappear.It’s ok if I were to boolean into several faces but maya gets fussy about just the one, if that makes sense?

Author: hhal9000

Replied: 24 August 2010 12:41 PM  
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You are right - it does behave differently in Maya.  Maya will not let me do this same workflow.  I just get errors and crashes.  I think my second method (starting with a polygon plane) is the best way.  But, if you must do a boolean, then after the boolean you can run the “Triangulate” command from the “Mesh” pull-down menu.  This will convert the normally invisible triangular edges into actual polygon edges.  Then you will be able to use the edge editing tools to cut, delete, and insert your own edges to your liking.  Its a lot of extra work though.



3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)

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  • hhal9000
  • Posted: 06 September 2010 02:07 AM

Thanks Valen.I think making holes by cutting the geometry rather than using booleans is the way to go in maya(as you suggested).



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Rather draw a spline rectangle, then draw the inner octagon shape, attach both, and then extrude them....?

Simplest method.



http://www.marius-erasmus.co.za

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  • hhal9000
  • Posted: 10 September 2010 12:40 AM

marius erasmus 06 September 2010 09:23 AM

Rather draw a spline rectangle, then draw the inner octagon shape, attach both, and then extrude them....?

Simplest method.

This looks Like another Max workflow.I’m mainly a maya user and this method isn’t available in maya as far as I’m aware unless you go down the nurbs route.



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