Booooooolean problem

I’m trying to boolean a sphere into another thing i made, but for some reason it is making a hole. What i was thinking was a concave (in a sphere shape) in the thing i made (its suppose to be a computer box).

I used subract B-A, as well as all the other processes (union etc.) but it didnt’ get the result i wanted. What would be wrong? Do the objects have to specifically be a poly/mesh or something? thanks!

Max’s booleans occasionally have some trouble, especially if the mesh has been edited a few times, or has different modifiers applied to it. You can manually fix it by using edit mesh… but that requires a bit of fiddling. I’ve had the same trouble many times before.

well it was an editable poly before with a mesh smooth. Then i coverted the whole thing to a editable mesh. But the boolean still doesn’t work. Any solutions ?? :-\

What I’d do as a work around would be this (bear with me here, a little hard to explain).

This might be unworkable if the object you are merging with the sphere is too complex:

  • Convert both to an editable mesh.
  • duplicate the sphere as a copy
  • perform the boolean operation as normal
  • select the second sphere and in the editable mesh rollout select the sub editing level face (square icon).
  • select all the faces on the sphere and flip the normals (changes the side on which the surface shows.
  • then select the surplus faces (faces that would show had the boolean operation worked the way it was supposed to) and delete them.
  • Then begins the tedious task of attaching the meshes together and welding vertices.

I’ve done that in some instances where simple boolean modelling has failed. It’s the only way I can think of getting the result you want.