![3ds max boolean 3ds max boolean](https://us.v-cdn.net/5021068/uploads/editor/u5/naoqn7obkcc3.png)
In wireframe view you can also immediately see the effects on topology.
![3ds max boolean 3ds max boolean](https://i.ytimg.com/vi/H98Kv7VQX4c/hqdefault.jpg)
You can watch that cube clipping the sphere as you move the objects around. That means they are non-destructive and can be applied in realtime. The nice thing about booleans in Blender is that they are implemented as modifiers. Blender and Max have built-in functions which do exactly the same. However, you don't need plugins to do that. Those plugins merely perform an additional clean-up pass to merge adjacent coplanar triangles into n-gons. Where'd you get that one from? And does it work with 3ds? Or just blender?īoolean operations in Blender introduce triangles just like in 3ds Max. I think that there are plugins out there that might be better. I just know with my experience with booleans, it's a very cautious procedure. It's hard to tell completely unless I'm using it in a situation that would call for it. I think you'll most likely find that you're going to need to bite the bullet, though,and do the modeling by hand, in most situations. If you do happen to find a plugin that is smart enough not to screw things up, great. Booleans really aren't a great solution when modeling for any environment in which topology is supremely important (which means pretty much any realtime environment, including SL), especially when you get into complex surface shapes. As I'm sure you know, those edges are still there, whether you can see them or not.įor what it's worth, I do agree with Kwak. I WANT to know what's going on with my topology, always. In that case, a plugin that gives you the option to go either way could certainly be a time saver.Īs for the visible triangle edges, that wouldn't bother me. Assuming that's the role the duplicates are playing, it sounds like the makers of Max figure if you want them combined, you'll just do it yourself. There are situations in which one would want to keep those interior hole surfaces as separate objects from the main shape. But I can also see how they could be a plus. I can see how the duplicate vertices could potentially be annoying (although certainly not the end of the world, since you can always combine them, as Kwak suggested).