Please for everyone watching this, after doing a boolean please add vertices with the cutter and correct the topology or else you will have problems with the subdivision or the shade smooth
@@ayuratamaAn NGON is a plane that has more than 4 vertices. In order for our object to show up perfectly every time in any software, we need to cut the NGONs into a bunch of quads. It's just how different softwares decode the data you send them. Sometimes it's a non issue, but sometimes it can cause nasty shading errors. That's why if you're looking to get hired as a 3D artist, you need to learn the correct flow of topology.
@@fujtkrisztianyou are forgetting to mention important factors, as a still object with a basic shader you maybe able to get away with such a terrible structure, however in formation to deformation and lighting data this is terrible as the support of different normal data and vertex manipulation through shaders will throw off all functions and calculations which makes this object guilty of bad topology
Ive always had trouble geting rid of shading erros, can anyone give me tips to remvoe the bad shading and fix topology? been using blender for around 2 years, my topology is never good and hate those shading errors.@@terriblecontenthere6626
im kind of a begginer and got blender a month ago, and taught myself some stuff, so as someone with autism i can for sure teach myself all of that and beyond
@@ainzooalgown119 tbh i don't really know how to do that operation without topology issues, that certainly would not fix it and i suggest you just study topology, even tho it is quite scary. I suggest Josh Gambrell, iirc his name he's got good tutorials
Now you have 29 vertices on 1 face. Pro Tip to Fix it: Use the "Remesh" Modifier and adjust the parameters until it still looks good and have a good topology. And then you have bit better way: Subdivide the cube in the middle (right and left) and then do it again but now in a forward and backward, so deletethe and backward and left part, use a Mirror Modifier on the X axis and the Y axis(but dont apply it), select the middle/front facepress E , do right click and select on Loop Tools the Circle option. Then, Extrude that face to the inside of the object until it touches the other side and delete the face. You have a low vertex square with a hole in the middle. Also, gold rule in Blender: Try to only Apply the Modifiers when you need to, if not leave it like that. You can turn them on on the preview so it doesn't consume RAM and also give you a cleaner screen
SubD the cube before the cylinder Boolean. You can figure out how much depends on the cylinder how many verts you’re using. Hopefully it helps with your cleaning up
OMG THANK YOU SO MUCH THIS VIDEO IS SUPER EPIC. IT TOOK ME LIKE 5 HOURS TO FIGURE OUT THIS UNTIL IO WATCHED THIS VIDEO. THANK YOU SO MUCH!!!!!!!!!!!!!!
Enable booltool add-on, add the cylinder, select the cylinder then the cube, ctrl+numpad - .... There you go ..... Also, learn proper topology and UV unwrapping before going into Boolean workflow otherwise you will really regret it ....
im so late but on the right of the material preview modes (top right) there is a dropdown menu, when your in solid view their is an option for 'cavity' enable that for more recognizable edges@@dynamicsketch
does someone know in blender 3.6 how to select all the vertices from the 3d model silhouette? For example when i load a 3d model then press number 6 key 3 times to be in 45 degrees perspective, i want to select only the vertices that mark the silhouette in that current perspective, then separate as a separate object. Thanks
Please for everyone watching this, after doing a boolean please add vertices with the cutter and correct the topology or else you will have problems with the subdivision or the shade smooth
What if you added a Boolean after getting your subdivision and it somehow turns out just fine 😅
@@LDMOOSEKICK then its perfect 😌✋️
Now you've got a bunch of NGONs and every professional that will look at your work will womit.
Learn topology kids!
Yeah, "the right use of a boolean" video should be about cleaning the topology after boolean
Can you explain why?
@@ayuratamaAn NGON is a plane that has more than 4 vertices. In order for our object to show up perfectly every time in any software, we need to cut the NGONs into a bunch of quads. It's just how different softwares decode the data you send them. Sometimes it's a non issue, but sometimes it can cause nasty shading errors. That's why if you're looking to get hired as a 3D artist, you need to learn the correct flow of topology.
@@fujtkrisztianyou are forgetting to mention important factors, as a still object with a basic shader you maybe able to get away with such a terrible structure, however in formation to deformation and lighting data this is terrible as the support of different normal data and vertex manipulation through shaders will throw off all functions and calculations which makes this object guilty of bad topology
Ive always had trouble geting rid of shading erros, can anyone give me tips to remvoe the bad shading and fix topology? been using blender for around 2 years, my topology is never good and hate those shading errors.@@terriblecontenthere6626
as a blender expert i can say it is true it helps a lot for begginers great work!
im kind of a begginer and got blender a month ago, and taught myself some stuff, so as someone with autism i can for sure teach myself all of that and beyond
It says correct way to use it, but this creates terrible topology. Begginers might add a subdiv later on and be overwhelmed by the mess it creates.
@@nzeu725yeah… that operation creates non-triangle/non-quad faces…
@@nzeu725To correct the topology issues should you click triangulate on the ngon faces?
@@ainzooalgown119 tbh i don't really know how to do that operation without topology issues, that certainly would not fix it and i suggest you just study topology, even tho it is quite scary. I suggest Josh Gambrell, iirc his name he's got good tutorials
You should apply scale before applying the boolean.
thank you :)
how do i apply the scale?
ty
@@riccardoo2317 ctrl A --> scale
press shade auto smooth then it will automatically apply the normals smoothing, so you don’t need to go to that menu
Absolutely false!
You must follow the manual normals something after shade smooth .
@@Valo-Ran63 no
@@Valo-Ran63auto smooth works
@@abdulahalmutair4322 you guys r funny
@@Valo-Ran63 that's shade smooth. shade auto smooth does that for you.
Now you have 29 vertices on 1 face. Pro Tip to Fix it: Use the "Remesh" Modifier and adjust the parameters until it still looks good and have a good topology.
And then you have bit better way: Subdivide the cube in the middle (right and left) and then do it again but now in a forward and backward, so deletethe and backward and left part, use a Mirror Modifier on the X axis and the Y axis(but dont apply it), select the middle/front facepress E , do right click and select on Loop Tools the Circle option. Then, Extrude that face to the inside of the object until it touches the other side and delete the face. You have a low vertex square with a hole in the middle.
Also, gold rule in Blender: Try to only Apply the Modifiers when you need to, if not leave it like that. You can turn them on on the preview so it doesn't consume RAM and also give you a cleaner screen
I cant lie Ive been stuck tryna find this and u saved me time Thank you
Thank you for help
Love you 😘❤ brother
🇮🇳🇮🇳
I really like her appearance in Age of Ultron
SubD the cube before the cylinder Boolean. You can figure out how much depends on the cylinder how many verts you’re using. Hopefully it helps with your cleaning up
Oh man, thx. I was trying attach body to head today. Thats helped
Exactly what I've needed! 😮 Thank you ❤
You don’t know how much time and frustration you saved me from. Tysm bro.
Subdivide faces, select group of faces you want to be circle, loop tools, circle on both sides, bridge edge loops.
Now I know how to make cheese slice. Thank you.
Thank you so much, this really helped.
Thanks for sharing!
Thanks is really work and very easy 😭
helped me out loads thank you!
thanks for making this awsome tutorial
DAMN YOU'VE JUST SAVED ME
AMAZING BRO YOU HELP ME A LOT THANKS. SUPEEER INFORMATIVE AND SHORT VIDEO!
OMG THANK YOU SO MUCH THIS VIDEO IS SUPER EPIC. IT TOOK ME LIKE 5 HOURS TO FIGURE OUT THIS UNTIL IO WATCHED THIS VIDEO. THANK YOU SO MUCH!!!!!!!!!!!!!!
how did you get the cylinder to be that round shape, default comes with some steep cuts
Enable booltool add-on, add the cylinder, select the cylinder then the cube, ctrl+numpad - .... There you go ..... Also, learn proper topology and UV unwrapping before going into Boolean workflow otherwise you will really regret it ....
Thank you so much! This actually worked.
destroyed but thats how you use boolean...youll be cleaning that one later on but before applying boolean, apply all the transformation first.
The topology is like a piece of…
...cake?
thanks for you >>>>>
Thanks a lot
This video should be titled "Basic understanding of boolean"
I like this song
Do you know what it is? I'm tryna find it lol.
❤
So the way most people use it is the correct way to use it?
Thank u, I finally got it
I have a problem
When i used boolean mofifier to (spin dublicated objects) as tool to cut off an object it is not working.
Can anyone tell what to do
You have to select the modifier on the cube, the object to put the cylinder
How many vertices you used?
Naah before you do this prepare faces to boolean with subdivisions. If you add subdiv modifier now it will explode xD
Video's description: Correct use Boolean Blender
Also the guy in the video: Can't find Boolean
Wild💀
0:02 if you want to see it in actual video not short
to shorten what he did
How did you shade smooth and keep the front faces looking good
Nice nice
Thanks thanks
@@1VEDMEDIK1 yw
Wait why does the cube and cylinder look like that?
good video, but look at that topology 😭😭😭😭
Bool Tool is waaaaaay more better
Okay 👍
doesnt work "it was not possible to define the value", help!!!, please
Why 7K likes are there… 🥺
what's with the sigma music
Thank you.
What song was used?
sorry if its 2 months late but you couldve also clicked the bottom right corner, also the song name is sahara
Did it to the default cube so it didn't happen
how to make edges white?
Viewport Shading - Link "cavity"
@@1VEDMEDIK1 How do you do that?
im so late but on the right of the material preview modes (top right) there is a dropdown menu, when your in solid view their is an option for 'cavity' enable that for more recognizable edges@@dynamicsketch
it doesn't work for me, it cuts the part that is through the cube
Change the mode
0:05
Or ctrl -
“Correct”
doesnt work, when i delete the cylinder the hole disappears
Did you apply the modifier before deleting the cylinder?
You will have to apply the modifier before deleting the shape.
Just deletes one side
no way
I did this and soon after cycles broke both of my knees now I have no knees don't do this
thank you random ahh person
does someone know in blender 3.6 how to select all the vertices from the 3d model silhouette?
For example when i load a 3d model then press number 6 key 3 times to be in 45 degrees perspective, i want to select only the vertices that mark the silhouette in that current perspective, then separate as a separate object. Thanks
Add a subd and your thing becomes garbage
skip the trash Phonk music next time.
❤
0:01
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