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P3D v3 3DS Max question

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Im new to 3DS max after working with GMAX for a long time. One thing I can figure out is the boolean cut in 3DS. Im trying to cut a window shape into the fuselage but when I make the cut i get the indentation of the shape instead of just the cut lines. Any help would be greatly appreciated.

 
You could either just delete the undesirable faces within the cut or go for a different method that a lot of us around here have been using for a while, which is to use the "Cut" tool with vertex snaps activated to trace a spline in the shape of your window. It doesn't create the unnecessary geometry that boolean operations do.
 
Stick to Editable Poly and the unnecessary extra vertices are kept to a minimum, as some of us have found, but we don't always tell the Boolean Police that! :duck::rotfl: Same goes for Gmax.

This is my habitual recipe:–

BoolOp_zpsbntaixao.jpg
 
Last edited:
Thanks for the replys. I got it figured out. 3DS looks a little different as it doesnt have the "cut" button. I did some experimenting and selected intersection with the "imprint" box checked and it gave me the result I was looking for.
 
Thanks for the replys. I got it figured out. 3DS looks a little different as it doesnt have the "cut" button. I did some experimenting and selected intersection with the "imprint" box checked and it gave me the result I was looking for.

At least, 3ds Max 2010 does have the Cut operation:
Boolean_Cut.jpg


Perhaps this might help you:

Full 3ds Max tutorials:
https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/playlists

Browse for Boolean Operations in the playlist named "Introduction to Modeling in 3D Studio Max"; however; I strongly recommend you review the playlist from the beginning.

Sergio.
 
Hello again

I saw closely your window template and it have a lot of density!!! Make sure both operands have adecuate preparation and make clones of both before
doing any boolean operations. Undo it is not recommended once you have used the boolean. If anything goes in the wrong way, just delete the bad result and clone your parts again. Practice and topology understanding is a must if you want to use booleans in proper way.
 
You may also wish to explore the advantages of using "ProBoolean" toolset rather than the vanilla "Boolean" toolset.
 
For example:
Using a cylinder with 16 sides and a box with all edges chamfered (with two segments).

Step 1:
Create one box, chamfer, clone along the fuselage. Make copies of your original parts!
Step 2:
Select one box and attach the rest.
Step 3:
Create the cut operation. Select your fuselage, go to "compound objects" (using the settings shown by Hairyspin) and pick the boxes as operand B.


Boolean_Cut_win_01.jpg


Boolean_Cut_win_02.jpg


Step 4:
"Clean the house":Remove isolated and unwated vertices
Boolean_Cut_win_03.jpg


Step 5:
Connect vertices as you see fit.
Boolean_Cut_win_04.jpg


Of course, there are more efficent ways to avoid distortion; but this will do fine for a simple cut.

P.S. In the rush, I missed some vertices that should not be there (and viceversa); but you got the main idea.
Cheers,
Sergio
 
Also, to get the doors and windows, you reverse it so that you get the windows/doors instead of the fuselage.

* Create second fuselage, second windows door template. Boolean those so that you get the doors and windows (only). Now you have doors/windows 'and' fuselage with cuts in it. ;)

You can remove extra Vertices easily via 'Remove' button on the right control panel in Max in Vertex mode. Select extra 'lone' Vertices and click Remove.
 
You can also use Swift Loop to cut in a door or window thickness before cutting out the rest of the window opening 'depth' zone.

For Doors, you can use 'Shell' to make the back area. I like to put fancy edges on mine, like an S or L shape around the doors inner perimeter. That is a story for another time.
 
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