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










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  • 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




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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
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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).






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  • thanks a lot worked fine.

    – Loizos Vasileiou
    Nov 28 '18 at 14:15











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1 Answer
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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












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answered Nov 26 '18 at 10:31









L0LockL0Lock

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  • 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




















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