I'm new to 3d modeling. I have been working with TS7.61 using the workspace side. I'm working on a model of the USS Enterprise and it has been going good until I get to the rear of the second hull the curves. When I use the subtract tool it seem to have "stretch marks" that get worse when I add the subdivision layers as seen in the pics. Thanks for the help
Steve
Problems with booleans subtract and sub divisions
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sj385
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Problems with booleans subtract and sub divisions
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3dvisuals dude
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Re: Problems with booleans subtract and sub divisions
I have found in my own experience with Workspace Booleans that often times the cutter object must be subdivided as intensely as the object being cut in order to resolve this issue. Right-click the objects, both the one being cut and the one to be used as the cutting tool, and subdivide the mesh of the cutter to approximate the mesh density of the object being cut by it.
Good luck.
Good luck.
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Benji
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Re: Problems with booleans subtract and sub divisions
I can take a couple of guesses, but you will need to post a wireframe of the object so that the geometry is visible. It's probably something simple that's affecting the shading and causing it to crease like that.
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v3rd3
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Re: Problems with booleans subtract and sub divisions
full size images in this zip file....
- Attachments
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- boolean workspace.zip
- (1.08 MiB) Downloaded 312 times
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trueBlue
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Re: Problems with booleans subtract and sub divisions
If you Right click the Boolean tools before performing your operation, you have options.
Would'nt checking Quad Mode be the simplest solution to this?
If you have installed the unofficial patch you have a Workspace - Modeling light setup too.
HTH
Would'nt checking Quad Mode be the simplest solution to this?
If you have installed the unofficial patch you have a Workspace - Modeling light setup too.
HTH
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v3rd3
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Re: Problems with booleans subtract and sub divisions
It looks to me like the quad mode generates tris.... is this an issue?
My understanding was that models need to be all quads to eliminate render artifacts and to create what is considered to be "proper" geometry for export to other tools.....
Comments on this would be appreciated.
My understanding was that models need to be all quads to eliminate render artifacts and to create what is considered to be "proper" geometry for export to other tools.....
Comments on this would be appreciated.
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RAYMAN
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Re: Problems with booleans subtract and sub divisions
William the render engines as far as I know all of them use tris not quads.
Quads are converted into triangles.
Quads subdivide properly while you can have problems with triangulated
geometry. Quads can also be much better if you rig a character..... has cleaner bends etc.
but if you have planar surfaces like houses you arent going to see a difference at render stage.
On top of this try to avoid poles where a few triangles come together in a single vertex.
That also subdivides very badly....
Quads are converted into triangles.
Quads subdivide properly while you can have problems with triangulated
geometry. Quads can also be much better if you rig a character..... has cleaner bends etc.
but if you have planar surfaces like houses you arent going to see a difference at render stage.
On top of this try to avoid poles where a few triangles come together in a single vertex.
That also subdivides very badly....
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v3rd3
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Re: Problems with booleans subtract and sub divisions
Thank you for the guidance... other input on modelling best practices would be welcome also ... Thanks Peter.
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sj385
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Re: Problems with booleans subtract and sub divisions
thanks for all the input..I've been deleting and adding edges and its starting to smooth out..still a WIP
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Benji
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Re: Problems with booleans subtract and sub divisions
Yeah, I think the solutions posted should get you a result. Decent geometry that plays nice with renderers is an artform in itself. Also remember that your model will look different when it's textured, neutral grey renders tend to highlight the flaws in an object......






