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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!
@@Exzyte3D Thanks! Since I startedd my Blender journey literaly 6 days ago, I will definitely dive more into you channel! Thanks for all those tutorials!
It’s amazing to see you diving into Blender-it’s such a powerful tool for creating literally anything you can imagine. Don’t worry if it feels a bit overwhelming right now; that’s totally normal in the beginning! Stick with it, and trust me, it gets easier and way more fun as you go. I’m so glad my tutorials are with you on your journey. If you ever have questions or need help with anything Blender-related, feel free to drop a comment-I’d be happy to assist! Keep creating, Welcome to the Blender community!
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
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
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!
thank you
No prob,You are welcome, keep the fire going! 🔥
Great channel, I'm adding bool tools now
Thanks! Glad you’re enjoying the channel! Bool Tools will definitely speed things up!
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! 🔥
thanks for valuble information
Thanks a lot! Glad you found it helpful 🫡
Great tutorial! You have a new subscriber!
Thanks for subscribing buddy! Get ready for even more Blender Tricks🔥 .
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! 🔥
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!
You are welcome, friend
Great Video! How can I switch between Box Carve, Circle Carve & Polyline Carve? I can only use Box Carve
Thanks Man, For the other options Hover the pointer over the box carve icon, then hold the left mouse button to reveal additional options
@@Exzyte3D Thanks! Since I startedd my Blender journey literaly 6 days ago, I will definitely dive more into you channel! Thanks for all those tutorials!
It’s amazing to see you diving into Blender-it’s such a powerful tool for creating literally anything you can imagine. Don’t worry if it feels a bit overwhelming right now; that’s totally normal in the beginning! Stick with it, and trust me, it gets easier and way more fun as you go.
I’m so glad my tutorials are with you on your journey. If you ever have questions or need help with anything Blender-related, feel free to drop a comment-I’d be happy to assist! Keep creating, Welcome to the Blender community!
@@Exzyte3D Thanks for these kind words!
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
fascinating
Glad you found it fascinating! Boolean techniques really open up new possibilities in Modelling
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 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!
Great tutorial little boy you have great talent
Thank you so much
it’s AI generated voice
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.
Blocks? Nah, this kid jumped straight into Blender.
Kawaii 😮
Arigato!
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!