How to avoid Booleans with Hardsurface Modeling
Inviato: mer feb 05, 2014 5:18 pm
Salam dear community,
My actual project is to model a Technics SL1210 MkII Turntable, as detailed as possible (Image 1). The parts are very geometrical (Circles, Rectangles), nothing really complex in this Object.
However, I can't figure out how to avoid Boolean operations to model the Case.
Using an orthographic Image of the Turntable, I created Splines to model the Cutouts (Image 2). I subtract those from a rectangle spline, which represents the complete case.
Then I tried two methods : Combining all Splines (Cutouts + Rectangle Case) using Spline Mask Objects to one single spline which is then extruded.
The other method : Combine only the Cutout Splines, extrude them and Subtract this Polygonal object from a polygonal rectangle (the Case) using Boolean Operations.
In the end I use "Current State to Object" to make everything editable.
In regard of the result, both Methods work good but the Topology of course is a Mess (Image 3). When I want to add a bevel to the Edges of the Case (the big rectangle), I get weird results. One Edge is beveled correctly, the others get subdivided but are beveled into the object and therefore flat (Image 4).. I checked the Bevel Attributes but could'nt fix this problem.
The only other Option I know would be to use Subdivision Surfaces. So model the Cutouts with polygons and smooth it, add edge loops to sharpen the cutouts. But is it possible to get perfect circle cutouts ? How much subdivions will I need on the Base Rectangle to get good results?
What other Options could I use to model the case? Except for the Vinyl and Tonearm (but those are separate objects), nothing will be animated. It will not be deformed or used for realtime-purposes, so I can live with N-Gons. I want to create a Mesh as clean and as low-poly as possible.
Do N-Gons create faulty results in the Shading / Reflection (like lines or wrongly shaded surfaces) ? Any Irregularities in the UVs that lead to errors when textured/lightened?
Can anyone help me with this Problem??
My actual project is to model a Technics SL1210 MkII Turntable, as detailed as possible (Image 1). The parts are very geometrical (Circles, Rectangles), nothing really complex in this Object.
However, I can't figure out how to avoid Boolean operations to model the Case.
Using an orthographic Image of the Turntable, I created Splines to model the Cutouts (Image 2). I subtract those from a rectangle spline, which represents the complete case.
Then I tried two methods : Combining all Splines (Cutouts + Rectangle Case) using Spline Mask Objects to one single spline which is then extruded.
The other method : Combine only the Cutout Splines, extrude them and Subtract this Polygonal object from a polygonal rectangle (the Case) using Boolean Operations.
In the end I use "Current State to Object" to make everything editable.
In regard of the result, both Methods work good but the Topology of course is a Mess (Image 3). When I want to add a bevel to the Edges of the Case (the big rectangle), I get weird results. One Edge is beveled correctly, the others get subdivided but are beveled into the object and therefore flat (Image 4).. I checked the Bevel Attributes but could'nt fix this problem.
The only other Option I know would be to use Subdivision Surfaces. So model the Cutouts with polygons and smooth it, add edge loops to sharpen the cutouts. But is it possible to get perfect circle cutouts ? How much subdivions will I need on the Base Rectangle to get good results?
What other Options could I use to model the case? Except for the Vinyl and Tonearm (but those are separate objects), nothing will be animated. It will not be deformed or used for realtime-purposes, so I can live with N-Gons. I want to create a Mesh as clean and as low-poly as possible.
Do N-Gons create faulty results in the Shading / Reflection (like lines or wrongly shaded surfaces) ? Any Irregularities in the UVs that lead to errors when textured/lightened?
Can anyone help me with this Problem??