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MODELLING CONCEPTS

Booleans.

 

 

A Boolean operation takes two separate geometries and combines them using Boolean logic to either add  a shape to, or remove a shape from another. Its main use is to cut shapes out from one another.

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Using Booleans is a great way to quickly prototype a design but the model which results from this type of polygonal modelling is rarely useable unless the object is to remain completely static in your scene.

 

I often hear it said that if a model will never be distorted or animated, the topology does not matter. This is bad practice as any successful production will, at some point, require a redesign or reboot and the future requirements of a model cannot be predicted. Re-making a model because a design trend or style change in a production or a sequel is required, is only possible if your meshes have good topology. Re-creating an object from scratch is a time consuming and costly task which no production wants to bear.

 

Don't just consider the current requirements for a model - create them so that they are flexible going forward.

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In a professional CG pipeline you will rarely know the final usage or requirements for a model so objects containing many triangles and n-gons which result from Boolean operations are not acceptable.

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The edges of a Boolean intersection are always impossibly sharp and adding bevels to make them act like objects in the real world is either difficult or impossible without making many compromises and spending a lot of time on clean-up which further reduces the visual fidelity in a mesh.

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Unpredictable edge distribution on corners means it is difficult to attach other models and local geometries to a Boolean object.

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Future changes to the design of a shape are difficult and changes in the resolution of curvature are virtually impossible.

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The resolution of the curvature remains fixed so very close up renderings of detail are not possible.

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They are not suitable objects for any animation which results in a deformation of the shape.

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Physics simulations are significantly slower and less stable with this type of object.

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Additional Modelling tasks which would distort geometry (Proportional editing, Lattices, The curve tool, simple deforms, warps, cloth and softbody manipulation) are not usable which very often results in models made with Booleans looking very linear and boxy.

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UV unwrapping objects without a good quad flow can be tricky and time consuming.

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That said, Booleans are often used during the prototyping stage of modelling and if you are not yet completely comfortable building things with subdivision techniques they can be quick and fun ways to make your objects. Be aware that the resulting models are normally rebuilt from scratch using subdivision surface techniques. You will not be able to sell them and using them in portfolio's, where studios want to see wireframes and topology, would be a bad idea!

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In professional modelling the Boolean operators are rarely used but example usage can be found in some of my videos!!

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©2023 by Ian McGlasham

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