



Best way to not get weird texturing after booleans?
I’m currently working on a scene of Project Hail Mary but have run into a bit of a problem.
You see, most of my mesh is quads but some parts of the spacesuit require booleans but they’re my issue. You see, the main process I use for texturing requires Substance Painter and that program does not like Booleans at all.
So my question is, which is the best way to go about this? I want to rig and pose the character and 3D print parts such as the helmet, I want clean textures but I’m at a loss of what to do.
Do I retopologize the mesh after applying the Booleans? Do I just go on, try my best to UV unwrap the topology after Booleans? I want to know what could be a good option to go from.