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Visit my Blender 2.7 Tutorial Series playlist for more Blender Tutorials:
In this Tutorial #27 I cover:
-How to use the boolean modifier in Blender to combine two objects in three different ways:
-Use one object to cut a hole in another object (difference)
-Join to objects (union)
-Keep only the portion of the mesh where the two meshes intersect (intersect)
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25 responses to “Blender 2.7 Tutorial #27 : The Boolean Modifier”
See, my issue is that I'm not trying this method on two separate objects…
Why are Ngons a bad thing?
great but it doesn't seem to like the subsurf modifier
learn fro 3d Max its much easier in blender
thanks Friend ur best
This is the solution for all my problems, amazing!
Thanks for the video, it was clear and helped a lot 🙂
Thanks for the video, it was clear and helped a lot 🙂
your voice is…wow
boolean tool is currently broken
Hey would there be any way to make this effect into a shape key?
those who are new….the ngons are undesired. you rarely use booleans to create objects. always try to have a quad face. ngons cant or are really tough to unwrap and even impossible in rigging.
so use it to create your objects, unless you are gonna unwrap/rig it later….then dont. rather model it.
What a great tool 😀
cheers, mate. Fantastic tutorial.
Nice and quick video….ty….the only thing I would suggest you add is that once you use the Union selection, any scaling you might want to do will be done on the whole new object (plus you can pull the original colander out and reuse it) which I would suggest in case you have to resize later. I used this to create a greek colomn then found out my base dimension was calculated right and had to rebuild. If someone knows how to un-boolean an object that would have helped….anyway… i really appreciate people who create short tutorials at the correct speed for following along so I can see all the little clicks and pokes that get done…..very nice
Thanks for this video and explaining! It was really helpful to me.
Btw: I like your voice.. it often sounds like "Look at this, isn't that wonderful?!!" without actually saying it.
boolean gives me headaches.
Excellent as always! Thanks.
I am trying to make a table; I have made the main body and I have created legs to attach to the body, but I have the legs and the body in a single … thing, whatever it's called, because the mirror modifiers kept messing up when I tried to make the legs a single entity. I tried attaching the body and legs despite being in the same entity but it does not let me. Is there a way I can seperate the legs into a different entity but retain the mirror modifier?
EDIT: Never mind, I found it! I had to go to the viewport and select meshes > vertices > seperate > selection. 😀
Thanks! This helped make my Buster Sword!! Those two holes on the the damn thing gave me so much hell ;-;
Spaisibo!
Easy to follow! Thanks and keep up the great work!!
I've been having a problem with an object I've been trying to boolean. The secondary object is "inside out" for some reason and gets rid of everything that's outside it and not inside it as intended. Do you know how to fix that?
Aren't nGons undesirable in a mesh? Or is that just if you try to subdivide it? I'm a bit of a stickler for quads.
thnx, it really was a pain in the rear end at first 🙂
Difference modifier doesnt work for me. I add the shape in and it just clones the shape i wanted to remove and attaches it to the shape i wanted to cut a hole in. but i still have the origianl shape separate.