I checked the file. I'm guessing you're talking about the weird protruded vertices. You can try placing control loops around the location of the boolean operation before actually applying the boolean. This way, you can avoid producing weird ngons and thin triangles which might be the cause of your issue.
I checked the file. I'm guessing you're talking about the weird protruded vertices. You can try placing control loops around the location of the boolean operation before actually applying the boolean. This way, you can avoid producing weird ngons and thin triangles which might be the cause of your issue.
thanks can you send me some video which show what you exact saying.
If you want to fix the topology you must merge the vertices that are very close to each other and connect the rest with other vertices so they form quads and when you hit "3" the mesh smooth well without any n-gons ( n-gons don't smooth well ).
If you don't want to do it manually try using this 2 commands with the mesh selected:
open up the console---> polyRemesh--> tweak the parameters to get more triangles---> delete history---> select the mesh again--> polyRetopo in the console---> tweak the paramaters if needed. You should end up with all quads but the mesh will be quite dense.
For the future when doing booleans operations try using meshes with less polygons as possible and place some edge loops on the main mesh before doing the boolean. Usually for cylinders the magic number of divisions for boolean is 8 because it smooth well and it's easier to retopo.
It's difficult to do things with a dense mesh, always try to use quads as much as you can, specially when modeling inorganic objs, keep it simple. And instead of doing booleans, try to form the holes by hand, using a primitive as a guide to the edges of the hole and by extruding'em away.
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If you don't want to do it manually try using this 2 commands with the mesh selected:
open up the console---> polyRemesh--> tweak the parameters to get more triangles---> delete history---> select the mesh again--> polyRetopo in the console---> tweak the paramaters if needed.
You should end up with all quads but the mesh will be quite dense.
For the future when doing booleans operations try using meshes with less polygons as possible and place some edge loops on the main mesh before doing the boolean.
Usually for cylinders the magic number of divisions for boolean is 8 because it smooth well and it's easier to retopo.