👍 Like , Comment & Subscribe: If you find this video helpful, give it a thumbs up and share your questions or thoughts in the comments below. Your feedback helps us create even better content!
Haha, my pleasure! You’re now officially on a Blender journey where normal tutorials fear to tread! You'are so welcome to the hidden side of Blender. Stick around - we’re diving way deeper in this channel, stay tune for even more techniques!
Thanks, man! 😂 Honestly, I had no idea this tutorial was that valuable! Just having a blast with Blender and sharing whatever cool tricks! If you wanna see more wild stuff like this, stick around-you won't wanna miss what’s coming! 🔥
The topology holds up well with this method as long as you manage edge flow and avoid overlapping geometry, but always switch to MatCap view to spot any issues and clean things up. Keeps things way smoother!
Hi, thanks for the tutorial. It was insightful. But i cant find the add-on in the blender version i use. I use ver. 4.2 LTS. Your response will be appreciated. Thanks.
Thanks for letting me know you found the tutorial helpful! But For the add-on do as follows Click Edit in the top menu. >Select Preferences -> Get Extensions ->Type Bool tool in the search bar -> Click Install next to the add-on ->Enable Add-on, Check the box to enable it. ->Save & Close Preferences But make sure you have internet access in the process, I hope this helps
Thanks! Booleans can sometimes result in messy topology, which may lead to shading issues, especially with custom shaders. Matcaps, being primarily for viewport preview, aren't usually affected, so you won't see errors there. However, for final renders, shader errors can occur if the boolean operation creates non-manifold geometry or overlapping faces. To prevent this, I recommend cleaning up the mesh post-boolean. You can use the 'Recalculate Normals' function or manually adjust problem areas to avoid shading artifacts. Another good approach is applying a remesh or even using the Bevel modifier to smooth the transition between boolean cuts. This will help ensure that both matcaps and final shaders work as expected without any visual glitches
Great vid, but I have one question. When you add subsurface to the mesh that had many boolean cuts + having n-gons, you end up with really bad topology and artiffacts right? So do you have to refine the mesh for the subd to work correctly?
You're absolutely correct @dominikpomp4389 -adding a subsurface modifier to a mesh with boolean cuts can often lead to bad topology and artifacts due to n-gons. I’ve encountered this issue in my projects as well, and I resolved it by manually retopologizing the mesh to convert n-gons into cleaner quads, which significantly improved the topology. Additionally, adding edge loops near the cuts helped control the subdivision more effectively. In some cases, I applied a remesh modifier to even out the geometry, though it did soften some details. Finally, using a Shrinkwrap modifier to project the mesh onto a cleaner, high-poly version proved effective for achieving a smooth finish. So, yes, always make sure to refine the mesh for the subdivision to work correctly!
👍 Like , Comment & Subscribe: If you find this video helpful, give it a thumbs up and share your questions or thoughts in the comments below. Your feedback helps us create even better content!
Wow, i have been watching tutorials to learn Blender for a month. Didn't know any of these tools and techniques. Thanks!
Haha, my pleasure! You’re now officially on a Blender journey where normal tutorials fear to tread! You'are so welcome to the hidden side of Blender. Stick around - we’re diving way deeper in this channel, stay tune for even more techniques!
@@Exzyte3D Will do sir! o7
Great channel, I'm adding bool tools now
Thanks! Glad you’re enjoying the channel! Bool Tools will definitely speed things up!
Blocks? Nah, this kid jumped straight into Blender.
Wow great video! You have no idea how valuable this video is. Thank you!🙏
Thanks, man! 😂 Honestly, I had no idea this tutorial was that valuable! Just having a blast with Blender and sharing whatever cool tricks! If you wanna see more wild stuff like this, stick around-you won't wanna miss what’s coming! 🔥
Great tutorial little boy you have great talent
Thank you so much
how is the topology of that obj???
The topology holds up well with this method as long as you manage edge flow and avoid overlapping geometry, but always switch to MatCap view to spot any issues and clean things up. Keeps things way smoother!
@@Exzyte3D thank you!
Hi, thanks for the tutorial. It was insightful. But i cant find the add-on in the blender version i use. I use ver. 4.2 LTS. Your response will be appreciated. Thanks.
Thanks for letting me know you found the tutorial helpful!
But For the add-on do as follows
Click Edit in the top menu.
>Select Preferences -> Get Extensions ->Type Bool tool in the search bar -> Click Install next to the add-on
->Enable Add-on, Check the box to enable it.
->Save & Close Preferences
But make sure you have internet access in the process,
I hope this helps
@@Exzyte3D awesome, thx
@@Exzyte3D That's neat. Thanks for the response. Will do as you instructed.
@@Exzyte3D That's neat. Thanks for the response. Will do as you instructed.
Glad! If you need any further assistance, feel free to reach out. Good luck with everything!
Great tutorial, how does this stack up with Matcap and possible shader errors?
Thanks! Booleans can sometimes result in messy topology, which may lead to shading issues, especially with custom shaders. Matcaps, being primarily for viewport preview, aren't usually affected, so you won't see errors there. However, for final renders, shader errors can occur if the boolean operation creates non-manifold geometry or overlapping faces.
To prevent this, I recommend cleaning up the mesh post-boolean. You can use the 'Recalculate Normals' function or manually adjust problem areas to avoid shading artifacts. Another good approach is applying a remesh or even using the Bevel modifier to smooth the transition between boolean cuts. This will help ensure that both matcaps and final shaders work as expected without any visual glitches
Great tutorial! You have a new subscriber!
Thanks for subscribing buddy! Get ready for even more Blender Tricks🔥 .
Great vid, but I have one question. When you add subsurface to the mesh that had many boolean cuts + having n-gons, you end up with really bad topology and artiffacts right? So do you have to refine the mesh for the subd to work correctly?
You're absolutely correct @dominikpomp4389 -adding a subsurface modifier to a mesh with boolean cuts can often lead to bad topology and artifacts due to n-gons. I’ve encountered this issue in my projects as well, and I resolved it by manually retopologizing the mesh to convert n-gons into cleaner quads, which significantly improved the topology.
Additionally, adding edge loops near the cuts helped control the subdivision more effectively. In some cases, I applied a remesh modifier to even out the geometry, though it did soften some details. Finally, using a Shrinkwrap modifier to project the mesh onto a cleaner, high-poly version proved effective for achieving a smooth finish.
So, yes, always make sure to refine the mesh for the subdivision to work correctly!
Insta sub only from checking 2 videos. Good job and thank you for tutorials.
Yo, legend! Insta squad pulling through-respect! More tutorials coming soon, thanks man stay locked in! 🔥
thanks for valuble information
Thanks a lot! Glad you found it helpful 🫡
fascinating
Glad you found it fascinating! Boolean techniques really open up new possibilities in Modelling
Kawaii 😮
Arigato!
bro sorry, ai thumbnail in video about cg? i dont mind ai in commentary but its better to show the real result on thumbnail
Don't worry bro i'll work on that but basically, you can do all that with this tool it just depend on your cutter shape.
I hope you enjoyed the video.
I installed bool tool but don't see Box Carve. Why? Blender 4.0.2
Make sure you enable it and save preferences before closing preferences window.
Edit:If it doesn't work switch to Blender 4.2!