One of my first models from several months ago, when I began with Blender, doesn't work with a mirror modifier properly. While tabbing between Edit and Object modes, the object origin remains in place, while the mesh location is different on the x-axis by a half a blender unit. In Edit Mode the mesh favors the right as in +5, while in Object Mode it is -1! I did try clearing scale, rotation and location. Any ideas?  Here is the blend file:
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When I add a mirror modifier it sometimes doesn't mirror correctly, giving me an overlapping mesh. How can I fix this?
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So I was just modeling a Pokeball to upload to Deviant Art for fun. And as soon as I left the live preview in object mode as seen here(Picture 1),   I went to start adjusting the camera only to be greeted with this(Picture 2).  The mesh is still fine in edit mode. I am just wondering what it is and why Blender is replacing the spheres with what would belong to a science fiction game.   Thanks in advance :)
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I go into edit mode for an object, select vertex mode, select one of the squares, then pull the arrow it moves just the square like it is suppose to. If I resize it then go into edit mode it no longer does this.  When I select vertex select a square, then go to move that square everything moves now, not just the vertex. Why?   I have already reset everything back to default settings and it is still doing this. It wasn't doing this yesterday, but today it is.
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I am trying to mirror an object and the original is symmetrical along all axis, but when I attempt to mirror across the y axis, the mirrored side is tilted to a different angle.
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In this tutorial: Create a Realistic City - Blender Tutorial  At 10:36 he presses CtrlAltNumpad 0  When I do the same I get nothing but an empty view. Then he goes back to object mode and can play with the camera zoom in out.  I'm now in edit mode and everything selected.    And more or less I'm in same position as he is.  Now when I press CtrlAltNumpad 0 I get this:    Not even close to what he did.
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I was working on my character's hand when I realized half of the body was suddenly deleted. I am trying to recreate the other half, but it just won't mirror properly in the center. I tried moving the origin to the 3D cursor while it was completely centered, but the mirror modifier is still applied at an angle.
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I followed a microdisplacements tutorial on Blender Guru and I was able to create a texture fine. Here is a picture.  And then I turned on Adaptive subdivision. Here is a picture of what happened.  I know that this question has been asked before but I am using blender 2.79 so it should be fixed, right? Please let me know you ideas. Thanks
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Is it is possible to keep the mesh and location linked between the spheres in the example shown below, but have different materials on the spheres?  I have tried several related examples here on Stack Exchange, although the mesh is the same and the material can be different, the position of the spheres are lost, and they can be moved independently of each other.  Does anyone know if it is possible to keep the mesh and location linked, but with different materials on the spheres? That is, any movement of the sphere in scene A should be mirrored in scene B.   The .blend file for this example is available at     The material is linked as object
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I am new to blender, and I have just created a island using ANT landscapes, and I have build two boats for this.    Two boats on island  They are in this place when I am in object mode, but when I render it they appear here:    I check the position of where they end up, and it is both where they were imported and 0,0,0. Although, all the other objects I have imported have not changed position. Does anyone know about how to fix this or have experienced this problem?
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I've watched several tutorials and very often they applied the location, rotation or scale to the object when they transformed it in Object Mode. They always said it is important, but why?
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So I modeled this sword and all the parts were separate meshes. I used a mirror modifier when I was modeling and then I applied the modifier when I was done to make the parts into solid meshes. Put a UV map on everything and it all looked good in Blender.  Then I put it into Unity and I got what you see in the picture. Part of the sword is inversed. Oddly, the inversed part actually maintains the proper silhouette. It maintains the correct shape, but then is shaded like the front half is missing.  Does anyone have an idea of what's going on and how to fix it?  Thanks, James
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So I want to texture clothing for example that I created using the mirror modifier. But I want the 2 sides of the clothing piece to have individual designs for instance but it is not possible since the original and the mirrored surfaces use the same UV-coordinates. How can I change that?
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I have a simple cylinder which is mirrored on both the X and Y axis.  When I scale it along the X axis, the two halves of the cylinder overlap, rather than scale as it would before the mirror modifier was applied:    I haven't used Blender in a while and I know this is a simple fix.
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I have a simple skull model, to which I applied the subdivision modifier. For the most part everything works as expected, except I keep getting these weird sharp vertices and I can't seem to figure out how to flatten them.    I'm using Blender 2.8. Is this some kind of feature I can disable/enable for particular vertices? The distance between the sharp vertices and the gray outline differ.    Any suggestions please? Thank you!  EDIT: I also tried selecting as both - vertexes and edges and then applied Edge->Clear Sharp, but nothing changed.
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I have created two bezier circles, then converted them to meshes. When I press tab to enter edit mode, the objects appear completely black.   You can see the exact tutorial I am    Why do they appear black, and not have any subdivisions? Is this a problem with blender, or is there a setting I need to change?   Edit Mode   Edit Mode + Wireframe view
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was following a tutorial where I stumbled into this weird line in my mirrored mesh (sorry for the feet lol)      You can also download the blender file
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I'm somewhat new to blender (I've been using it for a few months but am still not fully comfortable with it). I'm trying to take a cylinder and duplicate it around an origin in a circular shape. I'm trying to get it to look something like this:    I looked up some tutorials on this, and they said to put an empty at the center of the rotation, and add an array modifier to the cylinder with "Object Offset" set to the empty. I did that, and instead of rotating around, the cylinders are getting scaled (it looks exponential). I'm not sure why this is happening. It's happened before but I wrote it off as some bad modifiers I applied earlier. But this is simply a cylinder and an empty. A screenshot of my setup and results is below:     It's kind of hard to see, but the empty is at the origin of the grid, inside the second smallest cylinder. The really small, thin cylinder is the one to which the modifier has been applied. Thanks!