I'm new to making mods, so I'm a little clueless on a lot of things (and btw I have watched videos and read that article about making vehicle mods on the wiki). Anyways, here's the current questions i have: 1. If I were to make a panel that crossed over the symmetry line while in symmetry mode, how do i make the two sides into one piece? 2. 3D blocks or flat mesh? 3. How do I attach 2 panels together without making them one?
do you refer to face when you speak about panel? really confusing with a mirror modifier, if the points are in the merge threshold, they will be merged at the center axis of the mirror wut or wut? select one point of face A and them select one point of face B and them press ALT+M and choose the option that suit you the most
1. When you say 'merge threshold,' do you basically mean they're in the same position in space as each other? 2. I mean should I build the car using the 3D shapes provided like the cube and morph them into the car or should I use the plain instead. 3. Excellent, I'll go look at that later. Edit: I have another question now about mirror. Whenever I activate it, it reflects on some line that isn't on the middle axis. It seems to be reflecting on a line where this orange dot is (its not part of the design, it was just there on its own accords when I started
Merge Limit = 0.001 merge limit = 1.0 as you want but in general people use 'plain', they place points and them make faces
Excellent, thanks for the help. I may have more questions to come --- Post updated --- Ok I have another question. If I'm going to build a second body panel on a car, would it be easier to make it by using the first body panel and then cutting away the panel gap or should I just spawn another cube and make it from there?
It depends on the effect you want if you want to just separate piece take a look at boolean operation. Else try to duplicate the mesh and modify it
ah, so I could build the whole car out of one shape and then use the boolean operation with some plains to cut each individual panel off
yes you can do this but sometimes blender add points where it should be straight so you will have to 'clean' the mesh after