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- [Instructor] One handy modifier that we should cover
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is the Boolean modifier.
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Let me show you.
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If you're not already in object mode,
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go into object mode
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and let's go ahead and add a new 3D mesh.
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In this case, I'll go ahead and add a UV sphere,
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click on UV sphere,
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and I'm going to drop these segments down to say eight.
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And down here under rings, let's go to four.
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There we go. That looks pretty good.
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Go ahead and drop that down here.
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I'm going to move this somewhere back here.
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I don't want to move it on the X though,
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just kind of back here and let's scale it in just a tad.
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Finally, move it up.
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Now let's go ahead and Boolean.
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With my spaceship here,
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I'm going to left-click on it and go to add modifier
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and I'm going to go to generate Boolean.
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Let's open this up a little bit to get some real estate.
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Scroll down and you'll see I have a few options,
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but notably a little eyedropper right here.
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I'm going to click on it and hover over my sphere.
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Now, I can actually come up to my outliner
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and turn off the sphere's visibility.
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And look at what happened.
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I've cut a hole right into my mesh.
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That's because I'm using difference.
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I could also use intersect
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and just get the data of these two areas
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where they intersect.
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I can go to union where I bring them together.
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Or again, right back down to difference.
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And you might be asking, why is there a hole?
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It's actually at the bottom of this mesh
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I realize that there is a hole,
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and that's a common problem with Booleans.
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If you have a hole anywhere else,
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it will make a hole for you.
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So let's go ahead and actually go to vertices mode,
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inside of edit mode of the spaceship
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and I just want to drag these vertices
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and just drag them to the right.
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Because I have clipping and merge on,
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I can't go any further than zero zero.
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And let's come up here to the top and you'll see
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that there's the tiniest little hole here too.
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So what we want to do is left click
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and hold down Shift and drag a little box.
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Shove these over.
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You know, for good measure,
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let's just check some of these others out
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and make sure that we can make this
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as watertight as possible.
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That's a phrase that you'll hear often.
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That basically indicates having no holes in the mesh.
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All right.
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Now I'm going to go back into object mode.
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And look at that, instead of cutting out a hole,
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it actually carved out like a chunk.
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I can come back up here
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and turn the visibility of my sphere on,
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but of course it's going to be a little hard to see
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what I'm carving out.
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So I like to click on this little object properties
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and scroll down a little bit.
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And where it says visibility, viewport display,
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there it is, display as bounds.
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You could also display as wire if you want,
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whichever you'd like.
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Now I can move up the sphere
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and see how it carves it out in real time.
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The Boolean modifier is a really, really handy modifier
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'cause it allows you to quickly merge
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a bunch of different shapes into your object.
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But beware if there's any hole
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and if it's not watertight,
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your Boolean will also rip out a hole.
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But if it is watertight,
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it's going to make this nice little carving.
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You could use this to say,
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carve out a new engine at the back
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or add like a little area for say a cockpit.
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So go ahead and play with Boolean
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and see what interesting shapes you can add
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to your newfound spaceship.
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