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I want to make a screw head, but I can't get the cross in the screw head; the Boolean modifier doesn't work.

Link:

Duarte Farrajota Ramos
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user29279
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    probably apply the scales to your objects : in object mode, select each and ctrl+A and 'scale'. For the shape (not the head, the other one), you'll need to reset the normals too (edit mode, select all the vertices and ctrl+N)... this because the scale is negative in your file – lemon Aug 17 '16 at 14:15
  • You have non-manifold geometry on your two cubes and you need to use Intersect for whatever reason on the Boolean modifier. – Shady Puck Aug 17 '16 at 14:19
  • related: http://blender.stackexchange.com/a/34787/47 – zeffii Aug 17 '16 at 16:21

3 Answers3

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Hi It does not work because your cube.001 topology is bad. You have two overlapped object instead one solid.

enter image description here

Shubol3D
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1

Your issues are non-manifold geometry (something that couldn't really exist, like two cubes intersecting) and something else. I couldn't figure out the something else, but I do have a workaround.

From the .blend file that you gave:

  1. Select the two-cubes mesh.
  2. Tab into Edit Mode.
  3. Select one vertex of the horizontal cube.
  4. Key Ctrl + L to select the other vertices in the same mesh.
  5. Key X to open the Delete menu and select Vertices. You should now only have one cube:

enter image description here

  1. Key Ctrl + R to position Loop Cuts. Position your cursor so that the pink outline is along the Y-Axis, key 2, key Enter, and RMB RMB click.
  2. Key Numpad 1 to enter Front Orthographic View.
  3. Key S, then Z, then drag until the selected area looks square-ish.

enter image description here

  1. Key Ctrl + Tab to open the Mesh Select Mode menu and key 3 to select Faces.
  2. Select these faces:

enter image description here

  1. Key Numpad 1 to enter Front Orthographic View.
  2. Key E, then S, then X, then drag, then LMB LMB to replace the old cube with new "cubes."

enter image description here

  1. Tab out of Edit Mode.
  2. Select the screw head object.
  3. Go to the Properties panel > Object Modifiers tab and add a Boolean modifier.
  4. Make sure the Operation: is set to Intersect and select Cube.001 in the Object: field.

       enter image description here

  1. Apply the modifier.

Final Result:

enter image description here

Here is the .blend, also pictured in the above image:

Shady Puck
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    hi Shady, for your information, applying scale and reverting normals on cube.001 works well too. Having two intersecting parallelepipeds does not seem to annoy the boolean modifier. – lemon Aug 17 '16 at 14:52
  • @lemon Fair enough. Mine does work though. – Shady Puck Aug 17 '16 at 14:53
  • ok... but this shape basically IS manifold, as far as I know... – lemon Aug 17 '16 at 15:03
  • @lemon Isn't manifold all one piece? If you were to build a cross in real life wouldn't it look more like mine and less like the original? Or am I wrong? – Shady Puck Aug 17 '16 at 15:05
  • You have information about that here http://blender.stackexchange.com/questions/7910/what-is-non-manifold-geometry. It tells about intersecting at the beginning. Here I am not pretending this is a good usage (as it annoys calculation) but this is not a non manifold case if I understand well – lemon Aug 17 '16 at 15:10
  • @lemon Fair enough. – Shady Puck Aug 17 '16 at 15:11
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I would model this:

-Simple mesh with a Mirror Modifier on two axis with "Clipping" checked.

enter image description here

-Select the outside vertices and press "E" and "S" to extrude scale.

enter image description here

-Select these eight interior vertices and press "E" and then "Y" and extrude constrained to the Y axis.

enter image description here enter image description here

-Select these four vertices and press "G" then "Y" to grab them and move them up along the Y axis.

enter image description here enter image description here

-Add five horizontal and five vertical Loop Cuts by pressing "CTRL" + "R" and using the mouse wheel to create 5.

enter image description here

-Tab into "Object Mode" and Apply the Mirror Modifier. -Tab back into "Edit Mode" -Select the outside vertices and press "Shift" + "ALT" + "S" and drag your mouse to create a circle shape. Right click to set it in place. Then press "S" and scale it up.

enter image description here enter image description here enter image description here

-Select these interior vertices and press "H" to hide them.

enter image description here

-Select the four middle vertices and activate "Proportional Edition" and select "Connected from the drop down menu. In the fall off type dropdown menu select "Sphere" Then press "G" and the "Y" and grab them up along the Y axis. You can control the range of vertices affected by using the mouse wheel. -Disable Proportional Editing.

enter image description here enter image description here enter image description here

-Select the outside vertices and press "S" "Y" and Zero. -Select the vertices just inside the previous selection and press "S" "Y" and Zero. -Press "ALT+"H" to unhide the hidden vertices.

enter image description here enter image description here enter image description here

-After a Subsurf Modifier and some additional Edge Loops.

enter image description here

Dontwalk
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