Mesh seems to be mirroring without mirror modifier...?

So for some reason, when I move a vertex on one side of my mesh, it sometimes causes the corresponding vertex on the other side to move as well as if there were a mirror modifier active. However, all of the mirror modifiers I previously used had been applied to the mesh, so should no longer affect anything.

Here’s what I did from the beginning listed in order:

  1. Used a mirror modifier to create my base character mesh. In doing so, I made the mistake of not modeling beginning with the face as my character is a non-human one. It just never crossed my mind that it would be easier on my topology to start from the face.

  2. Applied the mirror modifier.

  3. Realized when I needed to add in the holes for my eyes and mouth that they would be asymmetrical, so added a new mirror modifier to the mesh. Added in my basic facial features.

  4. Applied the mirror modifier, then removed doubles.

  5. Realized that because there were holes in the mesh and other changes caused by adding in the new facial topology, the two halves of the mirror were not exact opposites, so I had extra quads and triangles doubled up all over my mesh. Had to go in individually to clean it all up.

  6. Finally got it all cleaned up and started fixing my facial topology for edge loops, etc.

  7. As I started cleaning things up and rearranging my verts, I realized that in some cases, I would move a vert on one side of the model, and the corresponding vert on the other would also move. Basically, they would be mirroring each other’s behavior, even though there were no longer any mirror modifiers as I had applied them all to the mesh.

I can’t for the life of me figure out why I’ve got this phantom mirroring action going on, but it’s going to be a problem when I start going in to create shape keys, etc.

Thoughts anyone?

X Mirror mesh option is on?

(In edit mode) Tool shelf (Key-T) > Mesh Options > X Mirror (checkbox)

-LP

Brilliant! Did the trick! :slight_smile: