Nah, just some janky geo. I made that quick in solidworks one day so it has some overlapping face/vert issues. I need to run a dynamesh over the STL one of these days to get clean geo. Or stop being a lazy shit and actually model it :D
Face normals as in making sure they're all flipped the right way? I made sure all the verts were welded, had no errors when I ran an STL check, reset the xforms. I'll post the high and low poly tomorrow when I get some time.
STL Check modifier is one way to select various things. http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-4C0D058C-4196-4D05-BE68-981E7FF68C7F Also there's Xview. http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-26CAF521-851A-4F91-8937-C44B40BB20F2
ProBoolean is definitely more stable than the standard boolean, I also check other things such as all verts are welded, no self intersecting faces, no open edges, no two sided faces etc but STL check pretty much does that for you, those tend to be the main culprits for dodgy boolean results.
What gsokol said, or else we can't really help. But if your using max you can find out what's going on with your model as far as some errors go and It's in the modifiers list / STL Check <- if you have holes ect.ect. this will find them most times. Good luck.
poopipe: No random vertices anywhere, the bounding box looks like it should. I ran STL check and only got warnings for my open edges that were expected. I did have odd triangulated, half transparent faces when I applied a symmetry modifier and weld verts was turned on.
I'm working on some industrial CAD models, but I'm not particularly a CAD modeler so I'd love to try out the Marmoset Toolbag instead of Keyshot which I've been using. I've been able to export from Alibre to an STL, then use Meshlab to turn the STL into an OBJ, and import that OBJ into the Toolbag. My problem now is that…
Have you used the InsetSG3.0 modifier in the keyhydra/lazercut plugin? It's Max chamfer modifier on serious steroids. It's hands-down the best bevel tools of all the packages. Solves a lot of problems with boolean meshes. This and obviously knowing how exactly your topology is behaving is key to achieving speed/results in…
The xView t-vert checker should find them for you. If it doesn't, try the STL Check modifier and look for open holes. I only remember them being called TVs due to trying to bind the select by element toggle. That drove me up the wall for a while. Thank heaven for Google searches!
The first thing I'd do is put a turn to poly modifier on it. It might be worth putting an stl check on it and seeing if that picks anything out too. It is possible to hide subobjects but the object would have to have been previously edited in max so if its just been imported you can probably discount that.