Thank you so much for taking the time to reply and doing what you did. You are right about the scale of the base mesh, I really thought I had done everything in that sense, seems as I overlooked this (I spent way too much time late at night on this!). The twigs do have internal geometry because they were modeled from tapered and bevel curves and AFAIK the only way to make curves “branch off” is to make several curves and place their start somewhere on the other curve. I didn’t it would matter to retopologize them too mush as they were gonna be thrown away and the mesh was closed.
I did take a look at your upload and indeed the twigs’ topology is much cleaner, but do you have any idea why I still cannot perform boolean? I did try the intersect tool (which so far I didn’t even know existed, thanks for that!) but I’m having a hard time have it do what I want. It seems to me that it’s acting like project knife, basically cutting a hole the shape of the cuve into the mesh. Is there anyway to make the depth of the twigs to be carved into the base mesh? I’m also left with tiny tiny impossible to zoom in faces on my edges when doing this, as seen in the picture:
On a side note, I’m pretty sure the way I went in order to achieve the result I wanted was overly complicated… is there any method you would have recommended? Basically I made both objects from 2D bezier curves, added bevel and taper for the twigs, converted to mesh and decimated it for a lower number of polys. For the base, I just made the curve cyclic to get a plane, converted to mesh, used remesh so I wouldn’t be stuck with a very large and irregular n-gon, and then extruded it to give it some depth. And then of course tried using boolean difference with both but didn’t and still doesn’t seem to work. Is that the reason for all the hate towards this modifier? At first I thought of sculpting the twigs inside the base mesh but AFAIK there is no way to sculpt with a mouse and get such a smooth curve. And that is without mentioning the multiplied geometry… Maybe I should’ve just done a knife project with the unbeveled twig curve and model and topologize the depth by manually, before using bmesh? How do pros do it effectively?