How to join booleaned objects without leaving seams? I have a simple object I'm trying to merge into a single mesh constructed from 2 cylinders and a semi-sphere. I "merged" them using 2 Boolean modifiers.




This is close but I want it to be a single object so that I can copy and paste it and have multiples. So I select the 3 individual objects and press ControlJ to join them into a single object. By doing so the objects are merged but the boolean modifier is lost causing there to be seams in between the objects.



Is it possible to have a boolean of multiple objects, merge it down into a single mesh, and preserve the union between the objects from the original boolean? (I don't care about it being dynamic, I want the final mesh.) Or can this only be done by deleting and connecting the proper vertices manually and then creating the faces?
If you join two objects into one, then boolean modifier between them is meaningless, since only one left. Actually, they can be merged after applying the modifier. That's for your question.

Furthermore, I think a better idea for such simple shape is to model it with a few steps, with some basic tools that Blender offers, which is also easy to do, and gets better result: