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3

So what you're doing here is using your hammer object (called Cube) as Mirror Object. The problem is that the origin of Cube is not place at the center of its geometry, so the mirrored mesh will be a bit shifted. To fix that, in Edit mode select the top and bottom vertices of Cube and press ShiftS > Cursor to Selected, then back into Object mode, right ...


3

It's annoying that, in Edit Mode, Blender's Snap To : Increment doesn't have a Snap With option, otherwise this would be more intuitive. In this case, if you have the shipped add-on '3D View: Pie Menus' activated with the 'Origins' option, you can quickly set the origin of your object to the vertices of the desired mirror-plane from Edit Mode, and the ...


3

Its caused by the subdivision modifier being used before the mirror modifier. Click and hold on the 6 dots by the top right of the modifier and drag the mirror modifier above the subdivision mod. I am not 100% sure why having them in the wrong order makes that line appear, but changing the order fixed it for me. Also, it appears the line gets more pronounced ...


3

While Emir's answer is technically correct, it can be tedious to apply multiple modifiers using the Modifier's panel. Note that, for any selected object, you can also float your cursor anywhere within a given modifier's listing within the Modifier panel and press the Ctrl + a shortcut, and that specific modifier will be applied instantly. Which is nice. But ...


2

There is a dropdown menu, here is an image:


2

It took me hours to figure out how to do this. But I figured it out. Step 1: Place the object you want Rotated/Double mirrored at the location you want. Step 2: Add an empty at the point that you want the rotation to take place. Step 3: Add a mesh to the same coordinates as your empty. Then go into edit mode and delete all the vertices. Step 4: Add a boolean ...


2

You can mirror around a different object. For example if you select the headphone band as the mirror object it will use that to mirror around instead of the origin of your object. If there is nothing handy to mirror around create an empty and put it in the midpoint of where you want to mirror. In your case I would imagine the headphone band would work for ...


2

You have overlapping vertices as you can see here (I had to disable the Proportional Editing option as it would move the other vertex): It creates a face that stick to the mirror axis, thus the artefacts. So select all and Merge by Distance to remove all unwanted vertices.


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Ohhhh yesss problem is finally resolved by myself. here is the Error: for some obscure reason, this box was checked :


2

Another similar option that make less distortion on mirror (metallic), but some edges on glass ... For World shader is used video texture in Environmental node > Mirror Ball ... plus video object behind.


2

In edit mode select a vertex to the left of your model press N to see the "Item"->"Transform" panel. Select "Global" and copy values from X field. Tab out of edit mode and in same panel subtract the copied X value from current object location. This moves the object to the left by exactly the amount needed to put the vertex ...


1

The easiest thing to do is to make sure your model is centered on the y and x axes (OBJECT>SET ORIGIN>SET ORIGIN TO GEOMETRY) and then hit "N" and in Location make sure everything is "O" zeroed out. Then position one ear piece, in the object menu select set origin to 3D cursor (which should also be centered (Shift+C). Then mirror X ...


1

One dirty way ... World Shader with video texture mapped as type Window for Camera view mixed with the same video texture mapped as type Generated to stretch texture arround for ambient ... Like now texture is the same behind the camera (is repeated) it doesn't look natural of course, but probably not an issue in your case. Your camera is pointed to clouds ...


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Either undo (CTRL+Z), or File > Revert, or load a backup file, or manually remove mirrored vertices: Press Numpad 7 if your object was mirrored around X or Y, or e.g. Numpad 1 if it was mirrored around Z, then press SHIFT + Z for X-Ray mode and drag-select all vertices that have been mirrored - and press Del or X to remove them.


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The order in your modifier stack is the order that these operations are applied to your mesh. So if you use Subdivision Surface first, you create a smooth mesh with a hard edge, and then Mirror replicates that over the axis. It's as though you had two empty halves of coconuts, and you're banging them together. Whereas if you first Mirror your base mesh, you'...


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