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View Full Version : Putting a hole through an object?


MM_Ghost_3D
05-05-2006, 09:54 PM
How the heck can I make a hole in an object, the only way I've been able to do it was through boolean which destroys my mesh.. any other way?

locke2121
05-05-2006, 11:02 PM
What program are you using? I used Hexagon and it has a tool called Bridge that can take two opposing faces on an object and make a hole out of them.

samdo7
05-06-2006, 11:27 AM
hi,
if u use maya , here what to do :
- use booleen to make a hole
-delete history ( if there are no character or blend shape )
-dont live the vertex of yhe holl flyiung in the air , connect every vertx to an edge .
- try to have all faces with 4 eges, if not it's no so bad.
-bevel every edge.


- if u dont want to use booleen make it with hand split tool
- in ing with maya there are no magical click .
good luck

MM_Ghost_3D
05-07-2006, 04:27 AM
I'm using 3ds max 8. =0

fuzzychi
05-07-2006, 07:23 AM
If you are using Max, do the same thing as listed before with Maya. Try to line up the object to be inside a set of quads. It doesnt have to be just one quad it could be a group of like 4 quads. Then just do a difference and you should have a hole in your mesh. Then after which look for stray vertices and weld those and then finally get out the split tool and create quads in your mesh. Also it's probably best to boolean an object with fairly low subdivisions say like a cylinder with about 6 sides opposed to like 24 since then you'll have to do a lot more cleaning up.

You can also just do an extrude in negative direction if you dont need a hole all the way through.

bobbers
05-08-2006, 12:27 AM
If you dont want to do it boolean i would say do the extrude way. Convert to editable mesh than select the polys your want to leave (were the holes going). Extrude it out of the object. Then finnally delete the extruded object. See if that works out

digital-boy
05-08-2006, 02:27 AM
I found the method here (http://forums.cgsociety.org/showthread.php?t=40373&page=28&pp=15) makes perfectly round holes, you shoud read the entire thread for making other shaped holes.

MM_Ghost_3D
05-08-2006, 03:07 AM
Well the problem I'm faced with is, what about an object like a triangle? Say I inset the face so im left with a smaller triangle .. hold on let me get some screenshots up.

MM_Ghost_3D
05-08-2006, 03:31 AM
Ugh nevermind .. even after a restart computer wont screen capture. Anyways; Say you take a plane, cut it diagonaly, rotate it 45 degrees. You now have a triangle, extrude it so it has 5 faces. Inset the big frontal traingal face. Now THAT insetted face is what I want to be the hole through the object.. if you don;t understand what I'm getting at I don't blame you, feel hindered having no screenshot :|.

digital-boy
05-11-2006, 03:35 AM
Not sure what you mean, this?

http://img235.imageshack.us/img235/1935/trianglehole4tm.jpg

MM_Ghost_3D
05-11-2006, 03:44 AM
Yes, exactly.

kingmango
05-11-2006, 05:21 AM
Personally I use Maya, but to make triangles I make a three sided cylinder using the basic primitive builders. If I wanted something like in that pic, then I would use the pipe primitive which lets me specify an outer radius, and a section thickness. Max probably has something similar I'm sure.

Oh and one other thing about booleans...
Maybe different in Max, and maybe I do some unnecessary things here but to perform a difference boolean where I want the area of one object to be subtracted from another the things I do to prep the objects are:
Freeze transformations. Translation, rotation, scale etc...
Delete history (collapse stack?)
Double check all the normals. Sometimes simply flipping the normals around either or both objects can make the boolean work.
But.... Sometimes booleans just won't work for me.

digital-boy
05-11-2006, 03:06 PM
You probably figured it out but just in case - If your triangle isn't attached to anything delete your inner triangle poly then add a shell modifier to the remaining shape or delete the inner triangle poly then extrude the shape.

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05-11-2006, 03:06 PM
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