Step by Step: Boolean Holes to Quad Topology | Blender Secrets

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This is a longer, more detailed version of the video that goes step by step over an easy workflow for converting geometry resulting from a boolean operation, to all-quad topology that can be used in a subdivision workflow, using minimal manual retopology.

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Shorter version:
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To further make the cylinder APPEAR straight with no bulges near the opening, you could project the normals from the duplicate cylinder onto the surface of the booleaned cylinder that has the hole. Of course this will not modify the geometry. But it will result in a cleaner look.

secondarycontainment
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Merry Christmas 😊 This was really cool! It really came together at the end. Really nice topology!

grahamthomas
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This is crazy, I havent been modeling for a whole year and this is exactly what I need, in exactly the time I started working on it...O.O
You are an angel

soirema
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It's fascinating! For me, as a beginner in 3D this looks like magic 0_0
Thanks dude!

GeraPhoto
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Nice. The funny thing is that sometimes leaving some imperfections makes the 3D metal perforated objects more realistic. 😁
Merry Xmas!

pile
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I also do the wiggle-wiggle with the verts for quick check of duplicates. I thought I'm the only one to use this silly technique haha :D

mipe
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How can I make the edges look that way in the viewport?

EXPLICITBG
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I would just use Plasticity to make a hole. Only if the object is for render purposes not for game dev.

shluhenfurer
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3:25 Welding the points alters the surface curvature of the cylinder. Honestly there is no real good work-around for this problem with polymesh modelling & I do pretty much what you did... tedious and time consuming.

hd-bedi