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Blender 2.8 Hardsurface Modeling Tips


jayanam writes:

In this video I want to show you some boolean and hardsurface modeling tips & tricks and also compare the boolean method to another modeling approach.

About Author

My name is Matthias from jayanam and we are recording gamedev tutorials for our youtube channel. We are also creating models and games using Blender, Unity, Krita and other applications.


  1. Another great video Matthias. I just wanted to point out a detail some artists may not be aware of. In this case the boolean did give you a polygon savings, 168 Faces for boolean vs 500 Faces for extruded model. However the real important number for the computer memory is the number of triangles, 660 tris for boolean vs 968 for extruded. That's still a big savings, just not as big as it looks in the viewport. On the boolean model those triangles are hidden from the artist view, but they are still there.

    I just wanted to point that out for anyone who was not already aware of it. :)

  2. Just a thought, if you’re not fussed about ngons, then to quickly reduce your high poly version you could have just selected all the faces in edit mode and hit ‘X’ or ‘Del’ then selected ‘limited dissolve’ and I’m sure you’d have got pretty similar results. Or use/apply the decimate modifier.

    Doing all that to make a carver object just to then boolean another cylinder just seems like more steps than it needed to be. :)

  3. No matter how often I use a boolean, it normally me takes ages to clear up the mess of faces/verts and make them more 'logical' for the next modelling steps. It might take a little longer to model from first principles (like at the beginning of this video) but it usually saves a lot of future cleaning work. I only use booleans if I'm doing something otherwise impossible, like cuttiing a complex shape into the surface of a sphere.

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