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Old 22-05-2010, 11:05 PM   #1
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Default Boolean difference problem

I am adding detail to a rifle, part of the RIS grip. Anyways I am able to do a boolean difference with one hole but if I try to create any more the larger piece I am putting holes through disappears or is deleted...?

I tried selecting all of the cylinders and then the larger piece and then doing a boolean difference but again the larger piece disappears. It seems it only allows me to do 1 at a time.

I tried making one hole then duplicating the piece and trying it again but again the larger piece is deleted once I do the boolean...??

Attached image.

Any help on making multiple clean holes would be greatly appreciated!!

Thank you.
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Old 23-05-2010, 02:29 AM   #2
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n88tr,

I have just replicated your model without any drama.

Create the cylinders and put them inot the barrel. MAKE sure they are in far enough, use X-ray for this. Then select ALL of the cylinders together (no barrel) then mesh>combine

then select the BARREL first, hold shift then select the cylinders. Then go edit>mesh>booleans>difference , this should work.

Sometimes with booleans you have to change the order of selection and type of boolean operation. ctbram has a tutorial somewhere on here (I forget where) about 2 different ways of doing this.

IMO you should have a seperate face panel for each cylinder, that way you can poly split it up. You could also reduce your cylinder sub axis to 6, this is sufficient. You will still get a clean round hole.

I will locate ct's tut for you and post the link.

Hope this helps

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Old 23-05-2010, 02:30 AM   #3
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boolean done
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Old 23-05-2010, 02:39 AM   #4
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mate its in your own thread! ctbram has a link in there for the revolver TQ you had.

cheers bullet

P.S if you have duplicated faces or edges not merged (ie vertices not merged) then it wont work. I would watch ctbrams video again mate.

NOTE: to have a proper and clean mesh you need to split the face on the boolean you did (watch ct's tut). I have also found that in each face you NEED to draw a poly ACROSS it before boolean (union) OTHERWISE you CANT use the split poly tool to create corner anchors. Maya will not let you start on a hole. If you have any more TQ on it just post em.

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Old 23-05-2010, 03:16 AM   #5
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P.S

once you have done a boolean, BEFORE you add loops or split poly's do a smooth preview and see what happens. You will find the mesh does crazy stuff, in practice you have to 'anchor' the edges of your holes etc, Maya will try to interpolat 'across' your holes with the mesh.

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Old 23-05-2010, 07:18 PM   #6
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Given me a lot to think about thanks.
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Old 24-05-2010, 04:57 PM   #7
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I didn't bother with the booleans and just made my RIS by hand. Damn high poly, it take my laptop about 2 minutes to smooth it.
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Old 24-05-2010, 10:24 PM   #8
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arrrrrr never say die mate....

post a pic of it mate? with the poly count on it. I will try and replicate it for you and see what I get. I will try to do it and then smash a quick vid together for you.

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Old 25-05-2010, 12:17 AM   #9
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You want to see a pic of my RIS grip?
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Old 25-05-2010, 12:47 AM   #10
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Bloody oath. I am a noob and use this forum quite a bit. I have an uncanny ability to solve a lot of my own stuff through trial and error (being an Engineering Surveyor probably helps). But having an input/help/tips from other people I meld them into one and use whatever it takes to acheive my goal.

If I can help some one then I have my karma restored.

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Old 25-05-2010, 04:55 PM   #11
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ummm I'll give you a minute lol.
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Old 25-05-2010, 05:01 PM   #12
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whatevers

here's the RIS thing. It's part of gun model I'm working on.



I'll look up tri count, it's probably 10k or so, I don't remember. It's high so its smooths nicely when the gun is done and needs to be smoothed for the high poly.
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Old 25-05-2010, 10:33 PM   #13
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ok mate,

I will have a crack at the heat sinks later in the day as an experiment, love experiments

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