Hey guys!
Here's a little trick how to boolean chamfers in 3ds Max
It's aimed for Proboolean + Dynamesh Workflow
And totally not suited for Sub-D modeling
Let's take a simple geometry formed by a sphere and cylinder
and make a chamfer at their intersection:
To form a chamfer you need to create a spline as a base
Add Edit poly modifier to your object and select edges which are you going to chamfer
Right click => Create Shape
In the spline options set Enable Rendering in Viewport ON
Then set the thickness of the spline
The spline thickness must be in 1,3 times bigger than chamfer you want to get
Set numbers of sides to 3.
Set Angle so that the line was like in the picture below:
At this moment the spline looks crooked and irregular let's fix it!
At first add Normalize Spline modifier
The Segment length parameter specifies the distance at which the spline points are located apart
The smaller the value, the greater the number of points
The Normalize Spline modifier work little wrong
But it easy to fix:
Add Edit Spline modifier on top of Normalize Spline, select all vertexes and change them to Corner
Now the spline looks much better : )
Add Edit poly modifier, seleсt the edge loop from the outer part of the spline and delete it
Then select the ring of edges on the inner part and divide them in half by the Connect
On the Ribbon panel in the polydraw tab switch Draw On to Draw On: Surface
Click Pick button and select cylinder:
Use conform brush to project the Future Chamfer to the cylinder's surface
Use Chamfer
The chamfer size can be infinitely large but it should not be smaller than the ring of polygons around it
Do not use Quad chamfer use Standard chamfer
Select all vertexes (ctrl+A) and add weld with very little value
It must weld vertexes overlapped after chamfer
Very important step, without it boolean will not work correctly
set a very small negative value
Use ProBoolean in subtraction mode, subtract chamfer from cylinder
if you had such an error:
DO NOT PANIC!
In the Boolean operation stack select chamfer-shape
Select Push modifier
And start to decreasing the Push Value until boolean start work correctly
does not look too nice, eah?
not a problem!
Increase a Cylinder and sphere Numbers of sides
Add the Turbosmooth modifier on top of chamfer
And this is it!
Replies
I'm glad that you liked my technique )
I am 100% sure that you will be able to replicate this in Maya.
I'm pretty sure Hard Mesh for Maya will do something similar to this. I tried to do something similar myself, a few months ago, by searching for the intersections between the bools and unfortunately turned up empty handed. I didn't try very hard though, I'll give it another go sometime.
Cheers
Guy in the next topic changed everything