Archmage asked me about the Mirror tool in Blender.
So I thought I'd post a little tutorial about it here.
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Specially 'cause I link to a couple very nice videos too!
Note: You can use the Mirror tool in either Object or Edit mode - people say it works differently whether you do it in one or the other mode but (though I haven't actually bothered to test this myself) I think that's just because (I think) you can set the pivot Point independently for each mode.
1. Select what you want to mirror: whole object (object mode) or part of a mesh (edit mode, selection by either vertices, edges or faces).
2.Make a copy of your selection (
SHIFT+D).
3. Set the said pivot point: It's the icon immediately to the right of the Viewport one. Click it and you'll get a menu-list of some five different options. Probably the most used ones are the Median point and the 3D cursor:
3.a. The Median point option will simply mirror your selection around the selection's median point (it's "center"). (@Archmage: This is probably what you'll want to use for the axe. It's what I used to mirror the half skyship I worked on for most of the time and make it whole again (joining the two halves)).
Note: Sometimes this will put the mirrored selection just at the same position it was before (only flipped/mirrored), sometime it will displace it.
3.b. The 3D cursor option will mirror your selection around the 3D cursor's position. This is what I used e.g. to rotate (the pivot point can be used to rotate to) the outrider's arms: I placed the 3D cursor at about the shoulder's center of the arm and then rotated it around that point (if I had rotated it around the median point, the shoulder would have gone "into" the torso...).
Very nice getting started with blender video which includes an excellent explanation of the Pivot point:
http://www.rab3d.com/tutorial_started.html#video (see from about time: 01:45).
(This video and the one before it on that page were actually what I followed to start modelling in blender!
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)
4. Press
CTRL+M, select what axis you want to mirror it on (
X,
Y or
Z) and press
ENTER.
5. If needed, move the mirrored copy to the apropriate position. Hint: in Edit mode, use the Snap-tool, then select everything (
A twice) and Remove doubles (
W then 6). You're done!
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Excellent video on the snap tool:
http://blenderb.blogspot.com/2009/10/transform-snap-tool.htmlEDIT: Thought I'd mention:
The above does not work in the
UV map editor. However there is a mirror funcion on this window. And it's actually simpler:
1. Select what you want to mirror.
2. Press
M.
3. A menu pops up asking whether to mirror on the X or the Y axis. Make your selection. Done.
EDIT #2:John.d.h suggested bellow that using the Mirror
modifier would be a better option. He also kindly provided an excelent link to learn about this modifier. Here it is:
http://wiki.blender.org/index.php/Doc:Manual/Modifiers/Mesh/Mirror 
I think that tool actually
is a better option than what I described above in most cases. But I can think of at least one exception. Look at my second reply (
post #5) on this thread for that.
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ElimiNator also noted to
flip the normals. This is a very important subject! Though the orientation of your normals will make no difference to the 3D model itself, it will completely scr** up your UV mapping/texturing later on if they're not correct!
Mirroring (with either method)
may set your normals facing the wrong way! I won't go much into this here but here's a few tips:
- You can see how the normals will affect your texture by looking at your model in "Textured" mode (instead of Object or Edit), you can switch to and from this viewport by pressing
ALT+Z. If you see a transparent face where it should be solid, chances are (100% unless you're actually working with Blender transparency) the normal to that face is flipped the wrong way.
- You can press
CTRL+F then 1 to flip the selected face(s) normals.
-
CTRL+N in Edit mode recalculates your "outside normals" for the entire mesh. Sometimes fixes it, sometimes messes it up further, but no harm and trying and undoing it afterwards if it didn't work.
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- Pressing
CTRL+A then 2 in Object mode sometimes also affects normals (usually NOT if they're correct already
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)