When I use the Mirror Modifier, it's messing with my World Space Normals, see screenshot below.
I tried several solutions.
Adding another Edit Poly in the stack modifier. Adding Unify Normal Modifier, etc.
None of it works.
Does anyone know a solution to fix that problem?
Thanks for any hints, appreciate it!
When I use the Mirror Modifier, it's messing with my World Space Normals, see screenshot below.
I tried several solutions.
Adding another Edit Poly in the stack modifier. Adding Unify Normal Modifier, etc.
None of it works.
Does anyone know a solution to fix that problem?
Thanks for any hints, appreciate it!
Hi,
I think you're using the Mirror tool from the Main Toolbar and not the Mirror modifier,
Because the modifier doesn't mess up anything.
If you're really using the modifier and still have this problem, then I guess the original mesh's normals
Have an issue as a start. Try adding an Edit Normals modifier on top of the original mesh to see the normals
Direction.
This issue can be fixed, by selecting the mirrored object, then going to the utilites panel,
Click the Reset XForm, then click Reset Selected, now you can collapse to an Editable Poly.
This is not recommended if you wish to continue working on the model, because you will lose all the transforms
Values, but, if you just want to export, you can do that.
Hi,
I think you're using the Mirror tool from the Main Toolbar and not the Mirror modifier,
Because the modifier doesn't mess up anything.
If you're really using the modifier and still have this problem, then I guess the original mesh's normals
Have an issue as a start. Try adding an Edit Normals modifier on top of the original mesh to see the normals
Direction.
This issue can be fixed, by selecting the mirrored object, then going to the utilites panel,
Click the Reset XForm, then click Reset Selected, now you can collapse to an Editable Poly.
This is not recommended if you wish to continue working on the model, because you will lose all the transforms
Values, but, if you just want to export, you can do that.
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