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The course covers Autodesk 3DS Max from the ground up, providing a thorough overview of this advanced 3D graphics and modeling package. Author Aaron F. Ross covers the 3ds Max interface and walks through common tasks such as modeling, texturing, lighting, animating, and rendering. The course is centered around real-world projects that provide designers practical examples to use with the lessons.
Our next step is to add a Symmetry modifier, that way I can just model one half of the model and the other half will be mirrored automatically. It works best if I delete half of the model. I will go into Polygon sub-object mode, and I will delete the one half of the model that's in the negative X axis. Press the Delete key, now I have got half of a box. I will exit out of sub-object mode and then add the Symmetry modifier. There is also one called Mirror, that's not what you want.
You want Symmetry, and the reason for using Symmetry rather than Mirror is that Symmetry will actually join the two halves together and weld all the vertices, or join the seams. If you deleted the half on the negative X axis, then you will get exactly what you see here. Symmetry assumes that you've deleted one half on the negative X side. If I deleted the positive X side, then I would see something like this.
My model would kind of disappear. If that were the case then I could just enable the switch to Flip the symmetry. You will also see that there is an option here to Weld the Seam and that should be on. Therefore, we will get a continuous surface here. It's going to join the two parts together and weld all of those points. All right, so now if I go back down to my Editable Poly and turn on Show end result, I can selects sub-objects such as Vertex and move those around, and you can see that now we're getting symmetry for free.
It's going to save us a whole lot of time. Exiting out of sub-object mode, and there we go, I have got a symmetrical model.
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