Welcome to the mirror modifier in this video.
We're going to show you how to set up and use the mirror modifier and also start creating our nights.
So let's go explore this mirror modifier over in blender.
Okay so we've opened up a default blender file.
I'm going to expand this area here so I can see our modifiers tab and just go straight away we can see
the cube selected and add a mirror modifier nets under to generate options as all the ones before you
so far and mirror is about halfway down.
Once you've applied the modify it works in object mode and edit my notes not to reflect the object itself.
If we move it to the side or over here as we apply to the mesh within the object itself.
So let's just recenter it for ease if we hop on over into edit mode.
We can start manipulating it and seeing what's going to happen.
So I'm going to grab this virtex here and just pull it out slightly.
Excellent.
So what is happening here is it's within itself as you can see cause the whole cube itself is being
modified at this point it's been reflected even though the x axis is ticked.
It looks like it's being reflected down the y axis itself as if there was a mirror positioned along
there.
If we switch it to the just the y axis.
Well it looks like you've placed a mirror arm on the x axis itself.
And finally the z axis will as you've probably guessed that looks like it's sat here along this plane
here itself.
So that's how change.
Which part is mirroring.
And you can have them all turned on at once if you want.
So now we've got a couple of options here now merge is quite important.
When you're working on a model it pretty much just merges any vertices that happens to lie upon the
plane of reflections.
So down here for instance.
So in this case if you were to modify this cube itself you'd start with half the cube.
So let's go back now and just do that.
Let's just click the little icon so we can't see the modifier being applied.
We'll grab this face over here.
And we're going to move it in the X axis will move it in the x axis.
This isn't working.
Why not.
Oh I've accidentally deleted it.
Well done.
I'm going to move it in the x axis by one and that will push it up against this X equals zero threshold
here.
So now when we turn it back on again we don't get the weird stuff happening and the modifier itself
means that where these vertices join in the middle it will only have one set it won't duplicate them
on top of one another clipping.
Well it prevents vertu's going through the mirror Turing transform and the vertex grouping mirrors vertex
groups.
So now that we know how the mirror modify works let's go hop over and start creating our nights.
So I'm going to open up the air warith Sit here we've got the bass and I stopped for in the archive.
The low the chest piece.
Here we go.
Chest piece base we can start with that one.
So now that we've opened up are low poly chest B space.
First of all I'm just going to add the necessary.
I'm going to call it night for a start.
And up here I'm just going oh sorry.
Down not up but down there again.
I'm just going to change the image that we're working from to the night itself.
So I've got something now.
Well turn the pasta up so I can see it.
And just check.
That's all working as it should do.
Perfect.
Ah night is ready to start tracing out.
So final thing here is to just save it as and called it low poly night.
Perfect.
Now that's called night we just need to apply the mirror modifier itself.
So you're going to have to cut this in half and then apply a modifier to it.
Now there's one final thing that we need to discuss before you go ahead and use the mirin modifier.
And that's if your origin isn't in the right place or you start moving or rotating stuff around you
can cause a bit of disruption to the mirin modifier.
So just as a quick example I'm going to toggle limit selection to visible off and just using a border
select.
I'm going to select some of my mesh and delete it to just show you what can happen.
I just want to delete vertices.
In this case and we've got half a model left.
Now ordinarily if you hop into object mode and go to the mirror modifier and apply.
That's we would get a reflection going on.
I seem to be blind or it's not appearing.
Let's just make sure I'm applying it the right thing it's called night that's fine.
So try that again.
Mira modifier.
There we go.
And he did it on the y plane.
Right.
So now I'm reflecting around there it looks absolutely fine.
However if for some reason this one was rotated around slightly and not aligned it will cause some things
to go wrong.
The other thing that can happen is you've created your geometry or moved your origin at some point.
Let's pop the origin over here.
You'll see that it also changes the model quite drastically.
And what she thought the mirror modifier would have done changes it a little.
Not in a good way.
So in that case make sure that you're aligned properly and B you haven't rotated.
This is the common one.
You've rotated half your object ever so slightly and that causes things to break apart from skin to
undo quickly.
So we've got this area here and in edit mode if you've ended up with something that's looking like VAT's
or like fat.
In fact if I wrote it it ran the z axis That's more than likely what would happen.
You'd have the sheer line them back.
So they were straight along the access you're reflecting along in order for it to work.
So with that little little thing that I know is going to trip up some of you if you haven't made this
space exactly square it's time for a challenge.
I would like you to set up a mirror modifier.
So we're going to set up a mirror modifier on our night ready to construct the head of the night so
it's even reflected on both sides.
And I'd like you to make sure you cut the base into along the mirror plane itself so you'll end up with
the mirror modifier reflecting the other half of the base you've just deleted.
The video now and give that a go.
Okay guys.
Welcome back.
Let's go apply that mirror modifier.
So back over in that blender let's start applying this mirin modifier so you'll want to I'm looking
at it I believe from the front.
I'll just check.
Yes I am.
So I'm either going to pick the left or the right side to do it doesn't really matter.
And I'm going to select everything on this right hand side so let's just highlight it with the bot board
a select.
I will say.
Box select.
Missed it there but I think only to select all the way through our model is well yes we so just do that
again.
Let's go back round to the front turn on this option here which is to limit selection or rather turn
limit selection off.
Press B for border highlight through.
Brilliant.
And this way we can actually just delete the vertices and then delete the faces and edges that also
these vertices touch.
Let's try that now x and delete the vertices.
I dealt with half a model.
Now we also end up with no base on our model and nothing at the top hit nothing around the top here
isn't going to be an issue for us.
But this bottom bit may be.
We might forget the top bit we're going to build upon but the bomblet we're likely to forget.
I certainly am likely to forget.
On going to do there is whilst I remembered I'm going to select the edge going round and just put a
face across there with the fill.
There will be an end gone but since I'm not going to see it since it's hidden away.
I'm fine with it being on the bottom there.
Okay so now batstone we just need to apply the mirror modifier So I'm going to hide these bits and bobs
here so I can see more of the work I'm working on.
I'm just going to pull this out the mirror modifier going to that straight away.
Oh and I've got the right axis straight away as well so that's bringing.
I don't need to do anything else now I'm not going to apply the modifier just cannot keep it because
they want to start modifying this side of the horse later on it will automatically apply to this side
as well.
Brilliant.
How did you guys get on.
I will see you in the next lecture.