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All right let's go ahead and take a look at something called The Mirror modifier.

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Now the mirror modifiers really awesome and we're going to be using it to model part of our mesh of

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our sort here what the mere modifier does.

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And we're going to take a look as we go along with it.

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But basically you can see that the hilt of our sword or this part holding the blade and the handle is

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exactly the same on either side of it.

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So we don't want to model each side individually because again it's exactly the same.

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And we want to work smart you know s m r t.

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So we're are going to do it with the mirror modifier in order to use mirror modifier.

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Let's go ahead and add in a cube first placing our cursor right here in the middle of the hilt.

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Let's hit shift day add mesh cube scaling it down to about the size of here.

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Let's go ahead and hit tab to go into edit mode and Z to go into wireframe mode.

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All right.

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Now hitting control are to add in a loop cut down the center left click and then right click to place

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it in the center of the cube hitting B to get our box select crosshairs out left click and drag on these

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vertices and go ahead and hit X and delete them.

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Now back in Object mode by hitting tab on the keyboard.

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Let's go over here to them to our modifier tab and let's click and modifier.

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Now we're going to select mere modifier.

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Now you could see exactly what is done right away.

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It's actually mirrored this half of our cube along the x axis.

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So how awesome is that.

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Now if I hit Z to go into solid mode you can see that if I had tab to go into edit mode if I grab a

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vert a C or a vertex on this side of the cube whatever I do on this half of the cube right here will

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be mirrored on this side of the cube including if I extrude it scale it or any kind of changes that

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I do whatsoever will be mirrored on the other side of the cube.

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So right now it's being mirrored on the x axis.

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You could also mirror it along the y axis which right now we cannot see because it's within itself and

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on the z axis as well.

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So let me go ahead and show you what that looks like.

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And you don't have to do it because we're going to be using the cube like this for our sort.

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But I want to show you how it looks mirroring on different axes.

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If I had to have to go into edit mode and if I bring this out because right now where it's mirroring

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mirroring from it's mirroring from our center origin point right here and because we deleted the half

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on the x axis it can mirror that one.

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But if we try to mirror on the y axis which is this way it's mirroring along the center points so it's

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still it's with it and the mirror is there but it's within the cube.

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Now if we had tab to go into edit mode like I said when you move things in edit mode it will move the

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object but the origin point will stay there.

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So if we move it you can see that now it's mirrored along the y axis from the center origin point as

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it's reference.

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We can also mirror it along the z axis.

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And once again we have to move it down because right now it's within itself.

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So you can see right now it's mirroring on the x axis on the y axis and on the z axis with this center

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point as it's reference for the mirroring.

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Now if I move any of these it will affect every single one of those.

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Now for the most part in modeling how you use model the mere modifier is only on the x axis or one of

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the axes.

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I'm going to hit control-C to undo all this to place it back in the center.

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But for the for modeling it's usually just on the x axis or one of these axes.

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For example if you're modeling a human character you're going to be modeling two sides of the body which

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look exactly the same.

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So you would use a mirror modifier so that you model one half of the body and the other half is mirrored

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right away as well.

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Another thing.

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Take a look at is right here you could see merge.

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This basically merges the vertices together.

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So you can see right here that when they come together emerges them.

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And also clipping clipping makes it so that you cannot separate them if clipping is on or if clipping

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is off.

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You can separate them.

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And once again merging is basically you've seen how we we can have doubles of vertices for example right

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here if I set the merge limit up you will see that if I go all the way back around for example if I

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were to extrude this and again you don't have to do this.

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But if I extrude this let me just do this quickly just to show you what merging does.

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You can see that if I bring it back around.

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Now if I hit the merging and make sure the merge is on and I set the merge limit and I bring it up bring

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these a little closer.

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You will see that if I bring it all the way down and then if I bring it higher it will actually merge

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together.

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So again the merging is basically when these two Virdi C's will connect together.

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If you don't have the merging on they want but we want merging is usually good because again you don't

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want to have it not merging and then have it like this where you have two vertices overlapping each

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other.

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It's always good that if something is supposed to connect that does connect and there's no overlapping

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vertices.

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So merging allows for that to happen by you can see if I increase the amount it will snap the two vertices

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together into one.

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So that we no longer have two separate pieces of the mesh but it's all one can grunt piece.

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All right so those are the main options that we're going to be using the axes the merging and the clipping.

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Possibly but not too much.

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And the merge limit.

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So that's a mere modifier.

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And once again you wouldn't apply it unless you know for sure that this is how you want your object

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to be.

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Or if you want to edit this side of the mesh independently from this side of it.

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So if we hit apply we can do it in edit mode we have to go object mode hit apply.

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You can see that now we can edit this side of the mesh but any changes we do here will no longer be

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mirrored because we applied the mirror modifier.

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So that is a mere modifier very useful.

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I'm going to hit control-C a hundred times or so to undo all this and now just with adding a mere modifier

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on the x axis Let's go ahead and start modeling our sword over here.

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Another beach picture I think you guys know what I'm hinting at when you go to beach.

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All right.

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Art is the ability to take whatever is in your imagination and bring it forth into existence in this

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way.

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Everyone is an artist whether it be with words business or art itself.

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So develop your imagination and make the world your canvas.

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All right especially you guys you blender artists may develop your imagination and bring it forth and

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to life in the art of 3-D.

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All right.

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See you in the next video.

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Ciao for now.

