For a humanoid model there should already be vertices at or near the centerline. Just tab into edit mode, select all the vertices on the half you don’t want (excluding the ones ‘on’ the centerline) and X --> Delete Vertices.
Now select all the vertices that are on the centerline and press S (scale) and X (presuming that the YZ plane is the mirror) and scale to zero. (This makes them exactly centered.)
Now Tab back into object mode and press Shift-D to duplicate the object and again scale (S, X), but this time by -1.
You may have to position the mesh (using G [grab]) if its centerpoint is not aligned to the center of the complete humanoid).
Shift-Select the original object and press Ctrl-J --> Join Meshes.
Tab into edit mode. Press W --> Remove Doubles.
That should do it…
Hope this helps.
[edit]Man! I’m always one click behind someone… :< [/edit]
No, i have to cut this mesh because some verticies are near the centerline but the most are long far from it.
For example the chest is done with a unique face and i have to cut it at the center of the simmetry axis.
You have a very low-poly mesh here, so i would Subdivide the faces near the central line, then , with more vertices, you should be able to delete the half you don’t want a lot easier. If you want to keep it low-poly, you can Merge the extra vertices you dont want from the Subdivide once you have mirrored the mesh.
Post a front-view wireframe pic if you don’t understand and I will Windows-paint its ass to clarify!
Add a Plane, scale it bigger than the mesh, and position it where you want the cut to be. Save it with a new name then send me your file to ([email protected]).
I just tried the X20.blend file to check out the model…why is the axis rotated funny? Doesn’t make any sense to me as to why it would be. Otherwise, nice low poly model so far.
If you refer to the fact that the model is created in a strange position is a professional deformation because in car modelling cad the car is positioned with the origin of axis in the middle of the immaginary cilynder that unite the two front wheels.
Then the x axe go to the rear of the car, the y axe go to the passenger’s site and the z axe go to the top of the car.
So my model is on top when the axis are set to xy, side in xz and front in yz.