This tutorial is about using booleans in blender and getting great topology results.
It was made with blender 2.79b but you can use 2.80 version it's the same process.
Tip!: For making visible the edges in shading mode: Select the 3d model, go to the properties panel, pick the "box" (object tab) and tick Wire and Draw All Edges
For making holes
1. Create a simple box and a cylinder. The cylinder should have at least 50 vertices so that the circular shape is well defined. Later you will remesh everything. So the poly count of the primitives is just for having a shape well conformed. Don't worry about that.
2. Put the cylinder in the middle of the box going through it.
3. Select the box and apply to it a Boolean Modifier in the properties panel.
4. Choose difference and pick the cylinder for making the boolean operand.
5. Select the cylinder and hide it so that you can see the boolean result.
6. Now you get a perfect hole in the box but unfortunately it produces some topology issues
N-Gons that could bring problems when you want to edit the model and also could have some shading problems!
7. Now you have to fix the topology.
Add a Remesh modifier.
8. Play with Octree Depth and Scale parameters until you get a low poly version of the model.
9. Now add a Subdivision Surface Modifier.
Now things are getting better! But the sharpness of the borders has been smooth. So you have to apply Loop Cut and Slide (edge loops cuts) for making it sharp again.
10. In order to edit the topology you have to
Apply Boolean and Remesh Modifier.
11. First, for the sake of good topology density, get rid of some edges that increase the poly count unnecessarily.
You can turn on/off the subdivision surface effect for editing the model easier for changing to edit mode.
Turn On/Off Modifier Effect on Edit Mode
12. Go to edit mode and change selection mode to edges. Pick the inner edges of the borders. Click on Select and choose Edge Loop.
13. Finally press Delete button and choose Edge Loops.
14. Now you have to sharp the borders using
Cut Slide Loop Tool, by selecting one edge of the model and using the shortcut Ctrl + R.
15. Now slide the new edge loop to the border. Repeat the process to each one of the four borders until the box gets crisp borders.
16. Repeat the above steps with the rings of the circular hole, so that it also gets crisp edges.
That's all it's not necessary to apply subdivision surface modifier, instead you can use it for getting different levels of subdivision according the distance and for saving system memory.
Go ahead with making unions it's basically the same process just click on Part 2 below.
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