Guide Mirror

Mirror guides across a plane, so you can groom one half of a character and generate the other from it.

Controls

Axis

The plane to mirror guides across.

  • X — across the YZ plane. The usual choice for a character facing down +Y or -Y.
  • Y — across the XZ plane
  • Z — across the XY plane

Direction

Which guides get mirrored.

  • Both sides — every guide is mirrored to the other side
  • Positive → Negative — only guides on the positive side are copied across
  • Negative → Positive — the reverse

Use a one-sided direction when you groom one half and want the other generated from it. That way the half you are working on stays the single source of truth.

Merge Threshold

Guides whose roots sit closer than this to the mirror plane are not duplicated.

Without it, guides sitting on or near the centre line get a near-identical copy right next to them, which reads as a doubled centre part. Raise the threshold until the part looks single.

Delete Opposite

Deletes existing guides on the destination side before mirroring.

Turn this on when the source side is meant to be authoritative. Without it, any guides already on the far side survive and sit alongside the mirrored ones, which quietly doubles your density there.

Where it goes in the stack

Mirror belongs in the guide stack. Put it after the work you want reflected — typically after Guide Sculpt, so your hand-combed half is what gets mirrored.

Guide ids are preserved through Mirror, so a sculpt layer upstream still resolves correctly. Mirrored copies receive their own fresh ids.

Tips

  • Perfect symmetry reads as CG. Mirror to get the structure, then add a little asymmetry downstream — frizz with a different seed, or a light sculpt pass on one side.
  • Check the part. The centre line is where mirroring shows. Merge Threshold is the control that fixes it.