How to apply boolean on sphere object without damaging the topology?

How to apply boolean on sphere object without damaging the topology?

Anonymous
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Message 1 of 12

How to apply boolean on sphere object without damaging the topology?

Anonymous
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Hi, I am trying to apply pro boolean on the sphere object but every time I apply typology get distorted. Is there is any way to apply boolean on a round object without damaging typology. Below is a link for clarification. In this link you can see I am trying to make model from picture. On the...
https://imgur.com/a/Li5Mt0E
https://imgur.com/a/ZDJOV9X

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2,367 Views
11 Replies
Replies (11)
Message 2 of 12

Anonymous
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Try to go to Edges mood , remove these Edges above each Window BEFORE Pro Boolean,  by Selecting them then Pressing BackSpace to remove them,,, then Try Pro Boolean...

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Message 3 of 12

Anonymous
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I have removed the edges then apply pro boolean, but it does not work. There is still distortion in sphere topology when I apply pro boolean on window. Is there is any other way to make a window on a sphere without getting distortion. Below is the video link of the result:
https://imgur.com/62wUzrK

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Message 4 of 12

Anonymous
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well i still see the Edges ,,, why don't u share the File Scene in .Max  before boolean so i can test my solution....

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Message 5 of 12

Anonymous
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@Anonymous. Here this is the file link for downloading.
https://we.tl/t-BV716bIg7h

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Message 6 of 12

Anonymous
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Remove all the Edges on the bottom of the of the TOMB,,,  and keep the edges on the sides No problem with them ,,,then Pro Boolean 😃 it works fine 

Ruweshed_0-1609289970087.png

 

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Message 7 of 12

Anonymous
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@Anonymous 

Well there is no bottom edge in my model. Below is the link for clarification
https://imgur.com/cwFp1AT

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Message 8 of 12

Anonymous
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dude theres like 30+  Edges in the bottom!!!

Ruweshed_0-1609329206308.png

 

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Message 9 of 12

Anonymous
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@AnonymousNow I have removed the bottom edges still tomb topology is distorting. See
imgur.com/a/v9duuXg

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Message 10 of 12

Anonymous
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Well i have been looking into it... but the only thing i have doubts are material issues but i'm not so pro in Material...

 

Also if you change the View to Facet it wont show Any Damage in Topology... it shows that Light Damage only in Default Shading... to be honest i'm not into Rendering in Max... i'm into 3D Model Printing with accurate sizing and Calculations etc...  

 

i faced such issue with one of my Models... that doesn't look good In Default Shading view.. and looks good in Facets view,  so after exporting it  to 3d Print STL file, it looked so good as Facets ... and that was what Important to me...

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Message 11 of 12

Anonymous
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@AnonymousThanks for taking out the time and explaining. I can use some technique to make it disappear or not visible until it is maximum zoom in but the thing I want to learn what cause this problem and how to fix it. I have created a different boolean model before this is the first time I am facing the issues regarding boolean after learning the working and practice the working of boolean of course. To further investigate this matter I have created two new objects and apply boolean on it to see whether is this segment cause the issue or not to my surprise here boolean has been applied properly. As I thought may be not equal of a segment of my tomb and 3 shapes cause the issue as it turns out that was not the case I think. Here is the result of the boolean of the other object:
imgur.com/3zbmnKp
Moreover, I have search over the internet for boolean problem where I have found that problem might be of edge flow I have followed the tutorial still the result is the same still the shape distorted vertex. I failed to understand what is the solution for the problem.
Anyway thanks for participating.

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Message 12 of 12

Anonymous
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I found the solution for your problem it was really interesting thing and new lesson to know ,

Watch that video till the END and you will understand the Technique you need to do BEFORE Applying Pro-boolean !

 

https://www.youtube.com/watch?v=-ZAKwT6pDl0

 

@Anonymous  🙂

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