Workaround for the symmetry modifier in 3DS Max?

Post » Fri May 31, 2013 12:07 pm

So I'm trying to edit Skyrim's default werewolf model into something that looks more wolflike, but I really don't feel like having to manually make sure all vertices on one side of the mesh are in the same opposite place as the other side's. I've just been modeling from a side view so far and dragging to select everything, which works fine, except it's extremely impractical and/or doesn't apply to all views. I can't use the symmetry modifier because it screws up vertex IDs and turns the werewolf into Two-Face when I import it into the game.

Based on what I could find on Google and other forums, I've tried all combinations of mirroring, cloning, instancing, skin wrapping, and symmetry modifiers I could think of, including collapsing the stack. I've heard Max is notorious about this kind of thing and that Blender apparently doesn't have the mirroring issue, so I guess if everything else fails I'll try using that. Only problem is apparently the .nif import/export script doesn't work for the latest version of Blender, so I'll have to find an older one, lol. Already tried messing with it and nothing's importing or exporting correctly using the default export options it gives you.

But anyway. I'm out of ideas at this point and was wondering if anyone here had any suggestions.

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Rinceoir
 
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