Boolean technique help

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  01 January 2013
Boolean technique help

Heej CGSociety,

I did get my hands on modeling again and re-rememberd some techniques i have learned. But i'm struggling with something and it isn't looking as smooth as i was hoping for. I needed to make a hole in a excisting model(poly). Now the only technique that i've learned to do this, is boolean. Now from the first sight it all looks surprisingly good. But when i take a closer look i see that much polygons and overlapping polygons are created. Some are even so small that i have to zoom all the way in to even notice them.

Now as you can see at circel 1, the polygons of the inside are gone(though, on the other side it's looks fine). In circel 2 there are no polygons 'between' the spaces. This will all take alot of time to fix.

Now i was wondering if there is some other technique that can be used here. Or any tips for the boolean tool.

This is the image were my model is based on

Thanks in advance already
Kind regards, Nkmol
  01 January 2013
Don't use booleans that way, it'll make a mess. That type of thing can be modeled with sub-d modelling check out this tutorial:
The Z-Axis
  01 January 2013
boolean is really the worst thing for this. I'd suggest actually modeling it, to help make it easy, you can model it flat and then roll it up in to a tube.

If you're set on your horrible boolean there is a quick way to clean this mess up.
Apply an edit Poly modifier, with the Border tool select the gaping holes made by your boolean.
Hold Ctrl and select Edge selection tool then Ctrl+I to invert selection, then hold Ctrl and select Vertexes. Invert your selection again.

Now you should have selected a bunch of vertexes that seem to be attached to nothing. Click Remove and your object is clean.
[Invivo Animation Reel]
  01 January 2013
Thanks for the fast comments!

The video was an real eye openen, so refreshing
I've used the cut tool now and it's really easy to use, it's looking good now.

Thank you both again.
Kind regards, Nkmol
  01 January 2013
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