# Booooooolean problem

**URL:** <https://forum.kirupa.com/t/booooooolean-problem/26848>\
**Category:** Uncategorized\
**Created:** [July 27, 2003, 6:23am UTC](https://forum.kirupa.com/t/booooooolean-problem/26848 "2003-07-27T06:23:01Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![blah\_de\_blah](https://avatars.discourse-cdn.com/v4/letter/b/a8b319/32.png) [@blah\_de\_blah](https://forum.kirupa.com/u/blah_de_blah)\
**Post date:** [July 27, 2003, 6:23am UTC](https://forum.kirupa.com/t/booooooolean-problem/26848/1 "2003-07-27T06:23:01Z")

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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!

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**Author:** ![system](https://canada1.discourse-cdn.com/flex011/uploads/kirupa/original/3X/6/2/621e5c11736f46532526e61be85940af4230f3e5.png) [@system](https://forum.kirupa.com/u/system)\
**Post date:** [July 27, 2003, 12:17pm UTC](https://forum.kirupa.com/t/booooooolean-problem/26848/2 "2003-07-27T12:17:17Z")

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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.

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**Author:** ![system](https://canada1.discourse-cdn.com/flex011/uploads/kirupa/original/3X/6/2/621e5c11736f46532526e61be85940af4230f3e5.png) [@system](https://forum.kirupa.com/u/system)\
**Post date:** [July 27, 2003, 1:22pm UTC](https://forum.kirupa.com/t/booooooolean-problem/26848/3 "2003-07-27T13:22:20Z")

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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 ?? :-\

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**Author:** ![system](https://canada1.discourse-cdn.com/flex011/uploads/kirupa/original/3X/6/2/621e5c11736f46532526e61be85940af4230f3e5.png) [@system](https://forum.kirupa.com/u/system)\
**Post date:** [July 27, 2003, 10:10pm UTC](https://forum.kirupa.com/t/booooooolean-problem/26848/4 "2003-07-27T22:10:43Z")

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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.
