Every time I use a Boolean to cut a hole in a mesh with a beveled edge it destroys my polygon mesh leaving tears at all the corners, and at two of the edges.
I searched all over the google to try to find a way to prevent tears when using Booleans but it seems impossible from what I have read. So is there is a better way to cut holes in geometry then using Booleans? Or do you know a magical way to stop Booleans from ruing my work?
Replies
Try deleting a polygon, and build a hole from that by repositioning verticies. It's slow and tedious but you will have more control over your work. Bridge and extrude tools are your best bet.
Make a new object with the shape you want to have as a hole. Place it on the far side of the surface you want to cut. Turn on snapping to vertex (iirc you do this with the v key in Maya). Cut new lines on your mesh (I think you use split polygon for this) -- having vertex snapping on will place your cuts on the points of the guide mesh.
This still requires some cleanup when you're done, but it's a lot less than booleans tend to give you. I am assuming that snapping to vertex will do so for all objects and not just your active one as it does in Max, but I've never done it myself in Maya so no promises...
Place the verts of the cutting object on the surface of the main mesh, remove the polys in both and bridge or create new polys that respect the hole.
first thing to check bardler, have you deleted the history on both objects you want to use?
actually, the FIRST first thing, is: are you using closed meshes for your boolean objects?
1 - delete your history.
2 - Makes sure that inbetween the meshes you have one edge at least where it's going to unify or etc.
2 - have one of the meshes filling the whole thing, this way it wont disappear. What I mean is, have at least one of the meshes to NOT be opened where its going to boolean.