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3DS Max symmetry modeling?

Discussion in 'Formats & External Tools' started by adamz, Jun 3, 2014.

  1. adamz

    adamz

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    Is it possible to add a symmetry modifier to a model, and have it behave equally on both sides of the mesh when you're modifying the topology?

    Right now Im using the Graphite "Symmetry Tool" which allows me to make changes on one side of the mesh, click a button, and then it mirrors it to the other side. I'd like to have both sides change at the same time.

    My mesh is also UV'd so I rather not split the mesh in half...

    Thanks!
     
  2. twiesner

    twiesner

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    I am not currently aware of a modifier that does what you are asking. Best approach I can think of is t0 delete either the left side or the right side of the mesh and create a mirror instanced of the remaining half. As you modify one half the other half is updated at the same time. Then when you are done you can delete the instanced mesh and apply a symmetry modifier on the remaining and re-weld any uv seams as needed.
     
  3. Daydreamer66

    Daydreamer66

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    Agreed. It would be easiest to complete your work on one side and then mirror when complete. Zbrush has a symmetry tool that works in real time, but that only helps if you're using it in your pipeline.
     
  4. adamz

    adamz

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    You can do that with the Graphite "Symmetry Tool". I wanted it to update both sides at the same time.
     
  5. Redtail87

    Redtail87

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    Have you tried the symmetry modifier? It does exactly that.

     
  6. adamz

    adamz

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    Are you saying that once you apply that modifier you're able to move vertices on the right side of the mesh, and the left side will mirror in real-time? This seems to be an operator you apply after you have half of your model completed.
     
  7. jRocket

    jRocket

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    Yes, you apply the symmetry modifier to the top of your modifier stack. Now the trick is, you need to go back to whatever modifier is below symmetry(editable poly) and edit that. Now, whatever changes you make on one side of the model will change the other side in real time. You may need to click the "show end result" toggle in the stack so it actually shows the result of full stack being executed.

    The modifier stack is super awesome :)
     
    kalamona likes this.
  8. adamz

    adamz

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    I didn't think there was one, but I figured I would throw that question out there in case there is. Thanks everyone.
    I can't get it to work. I created a sphere and translated it to 0 on all axis. I converted it to an editable poly. I applied the symmetry modifier and click on "Show End Result". Then I went down the stack and modified the polygons but the other side doesn't modify.

    I think that modifier is useful if you're working with half a model.
     
  9. Coup Dart

    Coup Dart

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  10. hippocoder

    hippocoder

    Digital Ape Moderator

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    I've moved this post. Please post in the correct forum. It's also not related to Unity so by rights I should have locked it. In any case symmetry modifier works fine but you probably do not want to apply it to a sub object selection or it'll only mirror the bit you had selected.