Bridge Commander Central
BC Forums => BC Modding => Topic started by: candle_86 on October 04, 2009, 07:55:05 PM
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Ok now im getting confused here, here is the picture. I got the bridge and tubro shaft connected doing clones of both, then subtract B-A then Subtract A-B then Attach then weld then delete the inside polygons, but when I try this here, it doesnt work at all it flattens part of the saucer ect, but doesnt actully cut anything out of either shape and I cant figure this out. To give an idea im happy with the look of tiber so its getting redone
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From What i've encountered dabbling in any Boolians, your mistake was deleting the Polygons from the tube. you need to "Edit"the existent ones, you can convert it to editable Polygons, and after "smoothing" choose to make it a mesh welded, also "before"you boolian it try and ,make sure you "cap holes" your using 4 views or 3, but you may miss something if looking at it at certain angles..this is going strictly by old memory i recall a similar problem once. i could be wrong.
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all holes are capped, that i ensure, i finally got it, took me a minute but thats welded along with the neck that gave me total hell lol
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Ahh okay cool :) i may download Gmax again and dabble with it i also like Zbrush to.
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Object A must be a seamless, error-free object.
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also it needs to be UNION not substract :P
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Yeah as they last 2 posts have said.. and also try not to even do it if you can.. there the skill lies ;)
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I don't know, markyd. I think it takes a lot of skill to get a boolean cut right!
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I don't know, markyd. I think it takes a lot of skill to get a boolean cut right!
Amen to that!
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When I cut the deflector on the jjexcel mk2 it gave me no end of errors.
The mesh was error free prior to cutting though is was not very heavy on the polys
I used a standard cylinder as my object B with around 20 sides (it was even worse when I crank it upto 30 sides).
the cut is fine but the extra polys around the hole screw up the surrounding mesh.
A mix of poly collapsing and cuts easy the errors but I lose the perfect circle and there are still errors there.
I'd love to know how to do this better.
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When I cut the deflector on the jjexcel mk2 it gave me no end of errors.
The mesh was error free prior to cutting though is was not very heavy on the polys
I used a standard cylinder as my object B with around 20 sides (it was even worse when I crank it upto 30 sides).
the cut is fine but the extra polys around the hole screw up the surrounding mesh.
A mix of poly collapsing and cuts easy the errors but I lose the perfect circle and there are still errors there.
I'd love to know how to do this better.
I cant agree more when I cut out my lower lip for the shuttlebay on the V2 tiber im working on I ended up with a boatload of poly's i didnt want and I cut the thing with an amazing 10 sided cylinder stretched and it only contacted 5 of the sides lol but instead of the normal vertex amount id expect i got alot of extras, I tried collaapsing the polies with the size tool adjustment to make them a straight line and ended up with weird shading errors
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I cant agree more when I cut out my lower lip for the shuttlebay on the V2 tiber im working on I ended up with a boatload of poly's i didnt want and I cut the thing with an amazing 10 sided cylinder stretched and it only contacted 5 of the sides lol but instead of the normal vertex amount id expect i got alot of extras, I tried collaapsing the polies with the size tool adjustment to make them a straight line and ended up with weird shading errors
When you've done the cut, select all the excess verts (while in Editable Poly) and just click remove.
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I cant agree more when I cut out my lower lip for the shuttlebay on the V2 tiber im working on I ended up with a boatload of poly's i didnt want and I cut the thing with an amazing 10 sided cylinder stretched and it only contacted 5 of the sides lol but instead of the normal vertex amount id expect i got alot of extras, I tried collaapsing the polies with the size tool adjustment to make them a straight line and ended up with weird shading errors
When you've done the cut, select all the excess verts (while in Editable Poly) and just click remove.
ty thats gonna save me some headaches, cause i hate create poly which is how I fixed it last time, but I hate doing it that way.
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ok here is a test I did to try and "remove" the unwanted verts. I just ended up with a square hole!
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I would not boolean for a deflector cutout (Actually, I wouldn't use boolean for ANYTHING, but thats just me). Here's a technique I've had better luck with.
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That is absolutely brilliant Fury. Ive been either using Boolean (hit or miss oftentimes) or just doing it manual, which is also a pain. This should work much better.
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I would not boolean for a deflector cutout (Actually, I wouldn't use boolean for ANYTHING, but thats just me). Here's a technique I've had better luck with.
Holy crap, you can snap to vertex?! :eek That makes things easier!
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dude you just made my life easier ty if this works with everything i dont have to make boolean cuts anymore
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*headdesks*
Glad you guys find that helpful....
I REALLY need to make a video tutorial or five.
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Lol, nice tut mate.. funny that guys did not know that.. defianetly need to go into tuts section, but you may need a new post :)
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Lol, nice tut mate.. funny that guys did not know that.. defianetly need to go into tuts section, but you may need a new post :)
I'd just never considered right clicking on the snap button! I use the different snaps all the time (angle mainly), but never really explored it much.
I REALLY need to make a video tutorial or five.
At least :P I always like seeing how other people do stuff. I'm like the borg, I assimilate other peoples techniques :assimilate
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I here what your saying mate, I only learned that technique 2 years ago, but I thought everyone knew it..
:funny
there ya go... needs to go in the tuts section... well the you tube vid does ;)
The remainder of the thread can go in the bin :wtf
:D
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Great tutorial, though the hole is better still have mesh errors?
Pic shows old boolan cut and new vert cut
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You might want to add another loop around the bottom of the hull and then connect the verts of the cutout to that instead - sort of give it some room to straighten out.
Are you sure you don't have any duplicate verts, too?
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right took another stab at it and it is 95% better
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If you build it really low poly, and then put a turbosmooth on it with smoothing groups intact - you can get a lot more curves into it - all you have to do is go in and remove and unneeded edge loops.
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I would not boolean for a deflector cutout (Actually, I wouldn't use boolean for ANYTHING, but thats just me). Here's a technique I've had better luck with.
Cookie for that, Furyofaseraph. That's a huge help. Thanks!
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I second, third and forth that.
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Thanks guys :-)
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gonna start using it myself, and other good news im back i just spend the last couple days in the hospital got surgery
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hey im out of the model game, i had all my computers die, I had to buy a Pentium II with the little bit of cash i had, so don't expect anything at all from me
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UGh that sucks dude! listen, don't give up. I once had stockpiles of customised modeling files on a computer and was midway thru a 3-d superhero comic that was going awesome, it was gut wrenching when my click of death came, i struggled to preserve my files and did manage to preserver a good chunk of them. Over time i managed to rebuild a library on new system. It kills motivation though i totally get that. But i recommend you rebuild your resources..and then back shit up. There is nothing out there that can't be backed up in the 3-d modelling world.
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I feel your pain - I actually just nearly lost all my data on a harddrive that was going south. I already backed it all up, though.
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it wasnt just data it was CPU, Ram and video that went.
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We get that dude. were just saying when u say your done modeling it doesn't require ..eh NM. Sorry for your loss.