Use booleans like a pro in Blender


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Short tutorial / tip. Enjoy. ๐Ÿ™‚ Download booltool https://goo.gl/ZDReyP Buy Hard ops: https://goo.gl/28BJ5R

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47 responses to “Use booleans like a pro in Blender”

  1. What about if I want to cut only one side of the cube? By following the tutorial it works by cutting through side to side, however when trying to cut only one face only it does not work, it just pushes the face down around the cylinder…

  2. As a blender user, and a Finnish modder for gmod, I gotta tell this man has the most lovely Finnish accents it so Finnish, funny and beautiful at the same time, good job on the tutorial and please keep up the good work. ๐Ÿ™‚

  3. The Bool Tool and Hard Ops are so useful, thank you for showing me this!
    I've always hated how i need to manually bevel edges and create loop cuts after a Subdivision Surface Modifier is applied, makes a total mess after a while.

  4. All fine when you are working on a single part, however if you are creating a large assembly you may well want to move your parts about – so it makes sense to parent the brushes to the base cube/model

  5. Well, i was curious about the geometry, it seems it creates Ngons… not that good… Its easy and fast, but bad topology, so, i guess, starting from the holes, making circles and then filling the geometry around it with triangles is good enough for a pow poly model, like they do in games. Well, this is also one of the reasons i want to learn zbush, can make that with booleans and just zremesh or dynamesh it (dont know wich one, but i think anyone will do, i think) and even creates clean geometry.

  6. Woah, great, it works like in modo, i didnt know blender had that beature at the time i used blender it fidnt have this real time boolean, just curious how it affects the geometry, im sure its not clean… will see now. I used blender a but last year, but not much, i just didnt have internet, well, capped traffic atualy.

  7. People seem to be very concerned about Ngons. Coplanar Ngons are quite easy to deal with. Go and do few loop cuts near your Boolean cut/union. Then you will have just small ngon faces you can just triangulate. This will give you far better result than whatever else way you plan on using. With hard surface where bevels are everywhere, you are simply adding geometry which is useless. When I get a model which is basically bar with 4 holes, and it has 3000+ tris, argh!

    The model you are going to be using in your engine needs to be optimized anyhow. It is pretty typical to go break the huge number of loops which serve no purpose and terminate them.

    In addition, your high poly mesh you use to bake your textures, doesn't even need UV map. As long as you get it to work right. And most of the times you can with bevel modifier with very low value. So as long as it looks fine and is good enough to bake, there is little sense to care much about topology.

  8. Hello good mornig for everyone!! who helps me! I have an object already created in blender, a tree, and I need this to be drilled with multiple holes. The holes are loaded with an image, that is, it is an image that has a repeating image pattern. If you need more information please ask me. Thank you!!

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