Mirror
Build a symmetric mesh with a live Mirror modifier. Choose the axis and inspect the center seam before applying.
Before you start
Select a mesh in object mode. Open its context menu and choose Add Mirror, then open the Modifiers panel to adjust it. Decide where the symmetry plane should be before changing the source geometry.
Build a symmetric form
Work on the source side, then inspect the evaluated mirrored result.
- Start with a half shape, or enable Bisect on the chosen axis to cut the source at the symmetry plane.
- Choose X, Y, or Z in the Mirror modifier. Check the origin or choose a mirror reference object.
- Use Merge and a small merge distance when the two sides should share a seam. Use Clipping when editing the center boundary.
- Edit the source and inspect both sides. Return to object mode before applying or removing the modifier.
Mirror controls
These settings are available in the current Mirror modifier panel.
| Controls | What changes |
|---|---|
| Axes | Reflect across the selected local axes of the origin or reference object. |
| Bisect | Cuts the source at the mirror plane for the selected axis. |
| Merge / distance | Joins nearby seam vertices within the tolerance. An excessive distance can join unintended vertices. |
| Clipping | Constrains editing at the mirror seam. |
| Mirror object | Uses a reference object to position and orient the mirror plane. |
| Apply | Commits the evaluated result to the mesh. Keep the modifier active while you still want to edit only the source side. |
Try it in your scene
Use a mesh on one side of its local origin. Add Mirror, choose the intended axis, and inspect the seam while editing the source.
Check the seam and the plane
A gap usually needs the boundary brought onto the plane or an appropriate merge distance. Unexpected overlap can come from mirroring a complete mesh without Bisect. If the result is offset, inspect the origin and mirror reference before changing the geometry.

