I was reading a thread about a student who's tutor said if you expect to work in the CG industry you HAVE to use booleans. Obviously that's absurd, everyone has a different workflow. But booleans are notoriously unpredictable, I say this as a max user I don't know how effective it is in other apps, so I was just wondering how often people use it in their daily workflow?
I rarely use it but in editors like UnrealEd its used quite a bit albeit on a much simpler level. That uses CSG/BSP etc so I don't really know if thats different from how 3ds max handles it.
Generally when I perform a boolean, say subtracting a cyclinder to punch a hole in a flat square polygonal surface of a model, I will detach all the surface polygons that wil make contact with the cylinder first, perform the boolean on it, perform an STL check then re-attach to the main model.
For me this generally tends to limit any problems from the boolean to just the polygons that are detached from the the main model. How do you guys handle booleans?
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That said, I don't use them much if at all for the majority of my modelling work. I imagine there will be some people who use them more, but it's not like you absolutely need to use them for stuff.
But for polygon modeling I would say it could be as well as ditched in most cases
For most small things you can normally get away with floating geometry, at least for normal maps. High poly work, you're probably going to need to create it by hand or ProBoolean it.
It also helps to make sure your geometry is closed before Boolean'ing. The STLCheck modifier helps with that. It's also a smart idea to reset Xform, collapse the modifier stack and in cases of extreme weirdness, create a box, attach your object and then try boolean'ing again.