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3dsMax boolean

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unitedstates
Hello all. I'm running into a bit of difficulty with cutting windows into my model.

What I am trying to do is make a cut and leave it "dented" or caved in so I can place the window texture on the inside.

All of my cuts are resulting in leaving window cut but no dent so I can place a texture.

Thanks, Ryan.


e6rnoQL.jpg



reference picture

Af3l83Q.jpg
 
Boolean seems like the wrong tool here. I would cut edges into the wall where you want the indent to occur. Then highlight the polygon that will move in and "extrude" inward.
 
Boolean works only both objects are closed, or water tight. I am sure that your smaller box is closed but I am not sure if your buildings is a closed object. If you do this correctly, you can make small boxes at the same time and attached them together. Then do the Boolean only once.
 
Boolean seems like the wrong tool here. I would cut edges into the wall where you want the indent to occur. Then highlight the polygon that will move in and "extrude" inward.

Bingo that worked like a charm. Is there a way to keep the lines at a perfect straight angle. I remember if you hit shift it will go 90 degrees either way but it doesn't seem to work here.

aabHwEW.jpg
 
The trick here is to extrude the polygon by "zero" amount, and then just move the poly using the move tool. If you are using the graphite tools, you need to choose the "extrude settings" function, and leave the depth at zero.

Given the number of windows and their alignment, I'd set up the edges by either setting at the primitive mode for your box the number of length and height segments or by using "connect" tool in edit poly to establish uniform and identical edges for all the windows in seconds.
 
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I was getting alot of errors, I opted for the boolean tool. I made a box wall separate from my model and then made the windows.

cYtqZ0h.png
 
errors? Can you describe the errors?
My building is essentially the wall modifier with a roof in the middle. When I was using the cut tool it started warping the wall after I made the 8th window. I assume there were too many angles being drawn. Finally when I hit extrude all hell broke loose. So I was thinking I'll just make a box with the same dimensions and apply the subtraction Boolean with the smaller boxes.
 
no doubt it was something introduced by the AEC tool. I don't generally start with primitives from that library so it makes sense that my suggestion was less than successful. I'd say I would hesitate to use a modified primitive (like the AEC tools) unless they provided some immense value. (I having said that, I do like stairs!;)))

I don't see anything in you model that wouldn't be completely happy as a box with edit poly modifier; establish edges using connect; highlight the polys; extrude either by the modifier panel within edit poly or the graphite tool extrude options setting the extrude to 0. Now move that entire group of polys exactly where you want using any relative world system you want. Now you aren't constrained against using standard modelling tools and workflows by whatever constraints are embedded in the modified primitive.

Why use wall?
 
I don't think slice tool is the best for this task. Sorry to say that bob5568, but please open your mind and see my example first.

I have made a simple buildings as this picture. Then I have made a box represent your indent wall. Then I clone and place them using Array Tool.
However the blue building is a closed object made by a box and turn it to editable poly. The yellow boxes are attached together as one object. You can see that each box is placed deep to the blue box. The blue box is one box, not the 4 wall connected together.

01.jpg


Then I select the blue box and do the Boolean Subtraction and choose Operand B as the yellow boxes that attached together as one object.

Then I hit Boolean and here is the result. You can get numerous indent of the wall at the same time.

02.jpg


Try simple box first and see how it works. Then you can modify your box to be the building further.
 
You might have more success with the Wall primitive if an Edit Poly modifier was added before Slicing, Cutting or just Fiddling Around. There are a couple of dozen ways to get the result you want, but I'd suggest getting to know Max, and FS-style modelling methods, better. Perhaps Bob can point you to some useful tutorials?

As an aside, a rank noob from years ago with a colossal ego said he'd show everyone how to make a cool aircraft model. Firing up Gmax, he created a Plane with the correct width (wingspan) and length and completely bogged down in confusion. How we all laughed!
 
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This is quite a bit of discussion for a very simple operation. Since the OP is using a recent version of 3ds Max this is how to quickly get the job done.

Use Swift Loop to make your edges.

windowcut_1.jpg


windowcut_2.jpg


Extrude the polys using Local Normals.

windowcut_3.jpg


windowcut_4.jpg


This was done in under sixty seconds. Very simple and easy.
 
Tic, my mind is wide open. I don't think I ever suggested the slice tool. I rarely use it. Since the thread has indeed been extended, it prompted Paul to do a full demo of exactly what I was recommended. I simply used the word cut to add edges, later I suggested either setting up the edges using the connect tool or the tools at the basic box primitive level. Paul has reminded us of swift loop, another super way to quickly add the needed edges.

Boolean is a dead end process. Ok, you've made it work for a simple job. But I base my advise on this board to mean more than just solving the immediate problem, but also instilling good habits. Boolean (nearly) always leaves un-needed edges. Why do I care? Well, maybe not for this model. But messy modelling basics will hurt you if you evolve to making organic shapes. Might as well learn the best ways from the start. Do some experiments with tesselation or turbosmooth modifiers on two models, one done your way, and one done my way. You'll surely see quite a difference.

I think its cool for you to try to help others here...we all enjoy giving back, l feel like that is a way of thanking those people that helped me. Max does provide multiple ways to accomplish something. But, not all ways are of equal quality. Sometimes the flaws are hidden. Your way leaves hidden flaws.
 
I'm for using Boolean cuts preferably with pro Boolean, if you have it, which has many useful options. It does require pre-planning and clean up work post cut but well worth the time.
 
The tools are there to be used: even the Mirror button if correctly used. :yikes: It always amuses me to read another Boolean argument. :stirthepo
 
Since there are different ways to create a model, it feels like a good service to point out the pros and cons.
 
I agree with you, bob5568. There are numerous ways to the same thing. Just choose whatever works for you. There are pros and cons in every method. Cut and Slice can do the job as well as Boolean.

I just prefer Boolean to Cut and Slice since I don't need to be careful with the spaces between windows. It is done automatically by array one box in one axis and those spaces between windows will be perfectly equal.
 
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