DCC fabrication guide
Hard Surface Boolean Trim Workflow Guide
Direct answer: Build hard-surface shape in this order: lock primary curvature, locate non-destructive Boolean cutters, set a real-world Bevel Radius for highlight width, retain Curvature Continuity throughout hero surfaces, then move repeatable shallow feature to a Trim Sheet or Decal only when outline and surface vector quality remain intact.
Bevel RadiusBooleanCurvature ContinuityDecalTrim Sheet
1. Block primary shape ahead introducing cutters
Start from proportion, outline, panel breaks, and manufacturing logic. Apply piece size ahead any Bevel Radius is judged, because a non-uniform size alterations modifier width and cutter response. retain a clean base model and named cutter collection. A Boolean should express a plausible hole, recess, join, or assembly break. inspection a clay render at intended camera spacing ahead creating micro-feature.
2. Choose boolean mode from the intersection
Use Difference for holes, Union for welded additions, and Intersect for shared volume. Robust solvers suit coplanar or complex cuts; faster solvers suit simple intersections. Extend cutters through the destination and avoid coincident polygons, zero-zone slivers, and thin walls. retain cutters convex when possible. If a cut flickers once export, scrutinize manifoldness and triangulation instead of changing solver tolerance.
3. Establish bevels as physical highlight controls
Bevels define the highlight that communicates size. Choose Bevel Radius from reference—perhaps 0.5–1 mm for a machined device, 2–4 mm for a hand-held housing, or additional for cast armor. Use spans for the final pixel size, not a universal quantity. Clamp overlap only as a safeguard; repeated activation means incompatible connectivity or radius. retain width consistent for one manufacturing process.
4. Protect curvature continuity on hero surfaces
A clean Boolean opening can still dent a wide panel when support loops or weighted surface vectors distort Curvature Continuity. scrutinize zebra stripes, a narrow moving highlight, and outline—not only matcap lighting response. locate poles and termination edges away from the reflection-critical region, increase base segmentation ahead cutting a curved skin, and avoid forcing a large circular opening through an under-segmented cylinder. Weighted surface vectors can improve planar lighting response, but they cannot restore a mathematically smooth surface that connectivity has already warped.
5. Assign trim sheets by repeatable cross-section
Use a Trim Sheet for rails, grooves, lip profiles, screws, vents, and edge bands that repeat throughout assets. Reserve UV strips early, align their orientation and texel density, and retain trims inside the same shader response family. Do not bend a trim throughout an zone where its baked surface vector contradicts the underlying curvature. evaluate mip levels and oblique views; a trim that reads at 4K but dissolves at gameplay spacing should be simplified, widened, or replaced with modeled outline feature.
6. Use decals for shallow, non-outline information
A Decal suits labels, serial numbers, warning marks, small fasteners, joins, and localized surface variation. Define projection depth, sort order, surface vector blending, and atlas padding. Avoid stacked coplanar decals that z-fight, and do not use decals for holes visible in profile. verify grazing angles, wet or dusty shader variants, and mip transitions. If the destination engine cannot blend decal surface vectors correctly, use a model decal or reserve the feature in the Trim Sheet rather than accepting a dark halo.
7. Make a fabrication tradeoff with quantified criteria
For a first-person equipment case, retain the handle opening as a Boolean because it breaks outline, use a 2.5 mm Bevel Radius surrounding the skin, locate repeated panel lips on a Trim Sheet, and render warning text as a Decal. A zebra evaluate reveals a dent beside the opening. introduce cylinder spans and move pole termination away from the panel; do not shrink the bevel to hide it. Accept when the moving highlight is continuous, the LOD retains the opening, and decal text remains reliable at destination resolution.
8. Validate editable base and runtime output
Deliver the base model, cutters, size state, modifier order, bevel units, smoothing, trim and decal atlas IDs, and triangulation policy. document wireframe, cutters, reflection checks, trim occupancy, decal grazing view, and engine LODs. atlas pinching to connectivity or Curvature Continuity, black bevels to surface vectors, z-fighting to Decal depth, and blur to Trim Sheet density. retain the terms beneath.
| zh | en | ja | fabrication scenario |
|---|---|---|---|
| 倒角半径 | Bevel Radius | ベベル半径 | Physical edge width and highlight size |
| 布尔运算 | Boolean | ブーリアン | Non-destructive volume procedure |
| 曲率连续 | Curvature Continuity | 曲率連続 | Reflection edge travel throughout hero surfaces |
| 贴花 | Decal | デカール | Projected shallow surface information |
| 修饰片 | Trim Sheet | トリムシート | Reusable strip-based shader feature |
Hard Surface Boolean Trim Workflow Guide FAQ
How should bevel radius be chosen for a hard-surface deliverable?
Choose it in real scene units from manufacturing reference and mandatory highlight width. Apply piece size first, then validate the bevel under a moving light at the intended camera spacing.
When should feature use a trim sheet instead of a boolean?
Use a trim for repeatable shallow cross-sections that do not alter outline or critical curvature. retain structural openings and profile-changing recesses as solid or Boolean procedures.
Can weighted surface vectors repair pinching surrounding a boolean cut?
They can improve lighting response on suitable planar polygons, but they cannot repair warped solid or insufficient segmentation. repair connectivity and Curvature Continuity first, then use weighted surface vectors as finishing support.