Symmetry modifier

Messages
210
Symmetry modifier

Hi! Im modelling a car and have so far finished the car body and have applied the symmetry modifier. How can I make the "copied" side of the object editable for the purpose of welding vertices. Problem is when applying subdivision, the model rounds off at the corners where the two halves join.
 
Hi! I have a screen shot of how I have applied the modifier. When you say I should have it first in the chain I assume you mean before any other modifier?
The original half is the only side that remains editable I cant seem to make them both editable or convert them into a single object. Need a kick in the right direction :wink:
 

Attachments

  • Screen shot 2009-09-26 at 14.26.02.png
    Screen shot 2009-09-26 at 14.26.02.png
    328.8 KB · Views: 453
2 things:
There shouldn´t be a gap. To adjust this select all edges along the mirrored axis and scale them along the "X"- axis to make them straight, then select all and drag along "X" till the parts weld-
Second: Make modifier chain editable by double clicking the icon next to "Body", or hit alt+cmd+C or find it in the "=Objects menu".

Cheers
Frank
 
Thanks. I've made a conscious effort to try to keep the poly count low on this. I tended to go a bit mad with Max and ended up with billions of polygons (not literally billions but close :D )
 
I hear you viz. going mad with polygons. I'm also trying to make some very low polygon cars (and motorcycles) and I can appreciate how hard it is. (I actually adopted a kind of cartoony style simply to reduce the polygon count... even a very simple looking car is easily 200 polygons, which is a lot for an iPhone game.)

Also, cars in a game need to be viewable from every angle (since they may flip over and their wheels may be blown off, etc.)

My "budget" is ~5000 polygons per frame -- and ideally 2500 polys (because if I want to do two-pass rendering -- e.g. for even vaguely decent lighting, each polygon counts twice). A 200 polygon car limits me to ~5 cars in view at a time (assuming half the polygons are used for the backdrops).

This is obviously a problem even on beefier platforms. If you look at the GTA III (PS2) titles carefully you'll see that they're pretty ruthless about keeping the number of cars in view down to a minimum. E.g. if you deliberately stop traffic (e.g. by parking a car in an intersection) and a bunch of cars stop, if you walk up a row of cars, when you turn around the cars at the front of the line have disappeared.
 
I think its more of a challenge to create decent models when you have to keep within a low poly count. Something I am keen to get more practice with myself. Id like to see some of the low poly stuff you have done. The more ideas and techniques I can steal the better ;)
 
I'm often finding myself using the Symmetry Creator, rather than the modifier. I fail to understand why I would use one over the other. Cool car, BTW.
 
Back
Top