I'm just getting started with 3D actually, so some of you might find these questions really stupid and the answers really obvious. Anyway, I'm going to model a base mesh, nothing fancy, just a very low poly man.
First question! How do I turn symmetry on? If at all possible.
Second question! What is the easiest way to model a human body in silo? Any tutorial vids would be helpful.
Third and final question! How do I devide one face into two or four?
Thanks in advance.
Replies
2) Look on Nevercenter's site, and look at Southern's minotaur series, it is perfectly portable to humans.
3) Cut it (x).
Take a look at the wiki, it's got a lot of good info in it.
Instance mirror never gets corrupted because it's not actually mirroring the mesh (you can't edit one side because it's just a ghost of the original).
What I usually do is add a cube, (or any object really). Split it down the middle, delete the left side, then hit shift+i to toggle the instance mirror, and start modeling. When you are done and want to mirror the object for real just hit shift+m again to turn off the instance mirror and do a regular mirror operation on the mesh.
I just use a cube with 2 width segments and cut one segment off then hit shift-i
If you're just editing an existing asset, or something that is nearly but not completely symmetrical, it's nice to have the "N" based one available.
Also, has anyone encountered verts lying along the seam that only snap to the mirror axis after massaging them a little, or nudging the manipulator a little?
If you're not sure about the seam being totally correct, just use Flatten on the World axis.
I've had that where the verts don't snap properly at first, but hasn't been too much of an issue
Gwot's workflow is pretty much what I do
If I bother to set up an instance mirror I will stick with it for quite a long time, might as well keep it till tweaking more or less. Usually the 'true symmetry' holds up well at that point, it has a lot more trouble when you're fleshing out an idea than when you're refining one.
Definitely seen verts that have trouble snapping definitely a pain... to the point it is sometimes easier to do all the rough work in Silo with the instance modifier then use a symmetry modifier in max, then refine in Silo
I learn something every day!