I will be using this 3D object that I’ve modeled for this tutorial.
Notice the top section requires a Boolean union operation while
the bottom requires a Boolean subtraction operation.

P.S: There’s no one way to model this object; it’s just that for the sake of this tutorial, I’ll be focusing on Booleans here.
This is not a step-by-step tutorial on how to model this part, just how to fix Booleans in 3DS Max, which is why you’re here.


Create the overall form of your object and its Boolean counterparts.

Now...Boolean it.

For inferior works, this should suffice, but why do I even say that?
Nobody wants these!
Not even nobody!


These are the steps to fix Booleans. You may want to note it down or something.

  1. Remove isolated vertices, meaning remove points that do not connect to any edge’s end point.
  2. Connect the vertices together so that the edges flow nicely using the “target weld” function.
  3. Now try to make all surrounding polygons four sided, if that’s really not possible, settle for five-sided polygons.
P.S:
Resist creating three-sided polygons.
They give a horrible pinching effect when mesh-smoothed.

The ideal result.

Here’s more examples of nice wireflow that result after fixing Boolean operations.


Just look at how well those fixed Boolean intersections flow in and out after meshsmooth.
Just look at how those curved edges catch highlights!
Perfection.
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