Blender subdivision surface, mirror modifier issues












0















I am new to Blender and I'm currently trying to model Goku from DragonBall GT. I started from a Cube and i modified it to a simple humanoid model using a mirror modifier. After I applied the mirror modifier on the object i tried to subdivide the surface of the mesh. The results where decent except the fact that in some areas mostly in the middle of the character things are messed up.



See Figure 1 below, shows an example of the issue mentioned above.



Figure 1










share|improve this question























  • First enable merge and clipping in the mirror modifier, you may need to move the central vertices a little so the mirrored verts align at the centre. You also need to remove the internal faces that you have down the centre of your model.

    – sambler
    Nov 26 '18 at 1:01
















0















I am new to Blender and I'm currently trying to model Goku from DragonBall GT. I started from a Cube and i modified it to a simple humanoid model using a mirror modifier. After I applied the mirror modifier on the object i tried to subdivide the surface of the mesh. The results where decent except the fact that in some areas mostly in the middle of the character things are messed up.



See Figure 1 below, shows an example of the issue mentioned above.



Figure 1










share|improve this question























  • First enable merge and clipping in the mirror modifier, you may need to move the central vertices a little so the mirrored verts align at the centre. You also need to remove the internal faces that you have down the centre of your model.

    – sambler
    Nov 26 '18 at 1:01














0












0








0








I am new to Blender and I'm currently trying to model Goku from DragonBall GT. I started from a Cube and i modified it to a simple humanoid model using a mirror modifier. After I applied the mirror modifier on the object i tried to subdivide the surface of the mesh. The results where decent except the fact that in some areas mostly in the middle of the character things are messed up.



See Figure 1 below, shows an example of the issue mentioned above.



Figure 1










share|improve this question














I am new to Blender and I'm currently trying to model Goku from DragonBall GT. I started from a Cube and i modified it to a simple humanoid model using a mirror modifier. After I applied the mirror modifier on the object i tried to subdivide the surface of the mesh. The results where decent except the fact that in some areas mostly in the middle of the character things are messed up.



See Figure 1 below, shows an example of the issue mentioned above.



Figure 1







3d blender modeling mirror modifier






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 20 '18 at 20:41









Loizos VasileiouLoizos Vasileiou

1079




1079













  • First enable merge and clipping in the mirror modifier, you may need to move the central vertices a little so the mirrored verts align at the centre. You also need to remove the internal faces that you have down the centre of your model.

    – sambler
    Nov 26 '18 at 1:01



















  • First enable merge and clipping in the mirror modifier, you may need to move the central vertices a little so the mirrored verts align at the centre. You also need to remove the internal faces that you have down the centre of your model.

    – sambler
    Nov 26 '18 at 1:01

















First enable merge and clipping in the mirror modifier, you may need to move the central vertices a little so the mirrored verts align at the centre. You also need to remove the internal faces that you have down the centre of your model.

– sambler
Nov 26 '18 at 1:01





First enable merge and clipping in the mirror modifier, you may need to move the central vertices a little so the mirrored verts align at the centre. You also need to remove the internal faces that you have down the centre of your model.

– sambler
Nov 26 '18 at 1:01












1 Answer
1






active

oldest

votes


















1














It looks there are some faces inside your mesh, where he is supposed to be mirrored. Remove them, you shouldn't have faces inside such mesh.



Then, a few things:
Don't apply your modifiers unless you need to. Modifiers are made to be non-destructive editable, removable. If you apply your modifiers, you lose all that, losing flexibility, performances, ...



In your mirror modifier, you might want do enable Merge and Clipping. Merge will allow the modifier to merge overlapping vertices into one while clipping will "block" your vertices from going through the mirroring plane.
Then, you might need to adjust your mesh. The mirror modifier uses the object's origin to determine where he works. If your mesh isn't correctly positioned from your object origin, you will need to adjust it.



About the black faces, it's because their normals are inverted. Simply select them in edit mode and press CtrlN to recalculate the normals. You might need to invert the result (via the invert checkbox in the left bar or in the F6 menu).






share|improve this answer
























  • thanks a lot worked fine.

    – Loizos Vasileiou
    Nov 28 '18 at 14:15











Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53401174%2fblender-subdivision-surface-mirror-modifier-issues%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









1














It looks there are some faces inside your mesh, where he is supposed to be mirrored. Remove them, you shouldn't have faces inside such mesh.



Then, a few things:
Don't apply your modifiers unless you need to. Modifiers are made to be non-destructive editable, removable. If you apply your modifiers, you lose all that, losing flexibility, performances, ...



In your mirror modifier, you might want do enable Merge and Clipping. Merge will allow the modifier to merge overlapping vertices into one while clipping will "block" your vertices from going through the mirroring plane.
Then, you might need to adjust your mesh. The mirror modifier uses the object's origin to determine where he works. If your mesh isn't correctly positioned from your object origin, you will need to adjust it.



About the black faces, it's because their normals are inverted. Simply select them in edit mode and press CtrlN to recalculate the normals. You might need to invert the result (via the invert checkbox in the left bar or in the F6 menu).






share|improve this answer
























  • thanks a lot worked fine.

    – Loizos Vasileiou
    Nov 28 '18 at 14:15
















1














It looks there are some faces inside your mesh, where he is supposed to be mirrored. Remove them, you shouldn't have faces inside such mesh.



Then, a few things:
Don't apply your modifiers unless you need to. Modifiers are made to be non-destructive editable, removable. If you apply your modifiers, you lose all that, losing flexibility, performances, ...



In your mirror modifier, you might want do enable Merge and Clipping. Merge will allow the modifier to merge overlapping vertices into one while clipping will "block" your vertices from going through the mirroring plane.
Then, you might need to adjust your mesh. The mirror modifier uses the object's origin to determine where he works. If your mesh isn't correctly positioned from your object origin, you will need to adjust it.



About the black faces, it's because their normals are inverted. Simply select them in edit mode and press CtrlN to recalculate the normals. You might need to invert the result (via the invert checkbox in the left bar or in the F6 menu).






share|improve this answer
























  • thanks a lot worked fine.

    – Loizos Vasileiou
    Nov 28 '18 at 14:15














1












1








1







It looks there are some faces inside your mesh, where he is supposed to be mirrored. Remove them, you shouldn't have faces inside such mesh.



Then, a few things:
Don't apply your modifiers unless you need to. Modifiers are made to be non-destructive editable, removable. If you apply your modifiers, you lose all that, losing flexibility, performances, ...



In your mirror modifier, you might want do enable Merge and Clipping. Merge will allow the modifier to merge overlapping vertices into one while clipping will "block" your vertices from going through the mirroring plane.
Then, you might need to adjust your mesh. The mirror modifier uses the object's origin to determine where he works. If your mesh isn't correctly positioned from your object origin, you will need to adjust it.



About the black faces, it's because their normals are inverted. Simply select them in edit mode and press CtrlN to recalculate the normals. You might need to invert the result (via the invert checkbox in the left bar or in the F6 menu).






share|improve this answer













It looks there are some faces inside your mesh, where he is supposed to be mirrored. Remove them, you shouldn't have faces inside such mesh.



Then, a few things:
Don't apply your modifiers unless you need to. Modifiers are made to be non-destructive editable, removable. If you apply your modifiers, you lose all that, losing flexibility, performances, ...



In your mirror modifier, you might want do enable Merge and Clipping. Merge will allow the modifier to merge overlapping vertices into one while clipping will "block" your vertices from going through the mirroring plane.
Then, you might need to adjust your mesh. The mirror modifier uses the object's origin to determine where he works. If your mesh isn't correctly positioned from your object origin, you will need to adjust it.



About the black faces, it's because their normals are inverted. Simply select them in edit mode and press CtrlN to recalculate the normals. You might need to invert the result (via the invert checkbox in the left bar or in the F6 menu).







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 26 '18 at 10:31









L0LockL0Lock

1134




1134













  • thanks a lot worked fine.

    – Loizos Vasileiou
    Nov 28 '18 at 14:15



















  • thanks a lot worked fine.

    – Loizos Vasileiou
    Nov 28 '18 at 14:15

















thanks a lot worked fine.

– Loizos Vasileiou
Nov 28 '18 at 14:15





thanks a lot worked fine.

– Loizos Vasileiou
Nov 28 '18 at 14:15




















draft saved

draft discarded




















































Thanks for contributing an answer to Stack Overflow!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53401174%2fblender-subdivision-surface-mirror-modifier-issues%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

鏡平學校

ꓛꓣだゔៀៅຸ໢ທຮ໕໒ ,ໂ'໥໓າ໼ឨឲ៵៭ៈゎゔit''䖳𥁄卿' ☨₤₨こゎもょの;ꜹꟚꞖꞵꟅꞛေၦေɯ,ɨɡ𛃵𛁹ޝ޳ޠ޾,ޤޒޯ޾𫝒𫠁သ𛅤チョ'サノބޘދ𛁐ᶿᶇᶀᶋᶠ㨑㽹⻮ꧬ꧹؍۩وَؠ㇕㇃㇪ ㇦㇋㇋ṜẰᵡᴠ 軌ᵕ搜۳ٰޗޮ޷ސޯ𫖾𫅀ल, ꙭ꙰ꚅꙁꚊꞻꝔ꟠Ꝭㄤﺟޱސꧨꧼ꧴ꧯꧽ꧲ꧯ'⽹⽭⾁⿞⼳⽋២៩ញណើꩯꩤ꩸ꩮᶻᶺᶧᶂ𫳲𫪭𬸄𫵰𬖩𬫣𬊉ၲ𛅬㕦䬺𫝌𫝼,,𫟖𫞽ហៅ஫㆔ాఆఅꙒꚞꙍ,Ꙟ꙱エ ,ポテ,フࢰࢯ𫟠𫞶 𫝤𫟠ﺕﹱﻜﻣ𪵕𪭸𪻆𪾩𫔷ġ,ŧآꞪ꟥,ꞔꝻ♚☹⛵𛀌ꬷꭞȄƁƪƬșƦǙǗdžƝǯǧⱦⱰꓕꓢႋ神 ဴ၀க௭எ௫ឫោ ' េㇷㇴㇼ神ㇸㇲㇽㇴㇼㇻㇸ'ㇸㇿㇸㇹㇰㆣꓚꓤ₡₧ ㄨㄟ㄂ㄖㄎ໗ツڒذ₶।ऩछएोञयूटक़कयँृी,冬'𛅢𛅥ㇱㇵㇶ𥄥𦒽𠣧𠊓𧢖𥞘𩔋цѰㄠſtʯʭɿʆʗʍʩɷɛ,əʏダヵㄐㄘR{gỚṖḺờṠṫảḙḭᴮᵏᴘᵀᵷᵕᴜᴏᵾq﮲ﲿﴽﭙ軌ﰬﶚﶧ﫲Ҝжюїкӈㇴffצּ﬘﭅﬈軌'ffistfflſtffतभफɳɰʊɲʎ𛁱𛁖𛁮𛀉 𛂯𛀞నఋŀŲ 𫟲𫠖𫞺ຆຆ ໹້໕໗ๆทԊꧢꧠ꧰ꓱ⿝⼑ŎḬẃẖỐẅ ,ờỰỈỗﮊDžȩꭏꭎꬻ꭮ꬿꭖꭥꭅ㇭神 ⾈ꓵꓑ⺄㄄ㄪㄙㄅㄇstA۵䞽ॶ𫞑𫝄㇉㇇゜軌𩜛𩳠Jﻺ‚Üမ႕ႌႊၐၸဓၞၞၡ៸wyvtᶎᶪᶹစဎ꣡꣰꣢꣤ٗ؋لㇳㇾㇻㇱ㆐㆔,,㆟Ⱶヤマފ޼ޝަݿݞݠݷݐ',ݘ,ݪݙݵ𬝉𬜁𫝨𫞘くせぉて¼óû×ó£…𛅑הㄙくԗԀ5606神45,神796'𪤻𫞧ꓐ㄁ㄘɥɺꓵꓲ3''7034׉ⱦⱠˆ“𫝋ȍ,ꩲ軌꩷ꩶꩧꩫఞ۔فڱێظペサ神ナᴦᵑ47 9238їﻂ䐊䔉㠸﬎ffiﬣ,לּᴷᴦᵛᵽ,ᴨᵤ ᵸᵥᴗᵈꚏꚉꚟ⻆rtǟƴ𬎎

Why https connections are so slow when debugging (stepping over) in Java?