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Blender, Mirror Function, and Textures


Nephenee13

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Alright, when converting stuff from a standard HGEC to DMRA, I traditionally chop the mesh in half, make most of the adjustments, apply the mirror modifier, and finish up tweaks using X-Axis mirroring. Makes everything nice and even and simple.

 

...as long as your texture is symmetrical.

 

I discovered, to my irritation, that a Mirrored mesh uses the same UV as the half that was mirrored, making it hard to properly replicate the UV Mapping after modifications. Is there a simple way around this that I'm not seeing, or will I have to delve even deeper into the wilds of Blender's Texture mapping?

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