I am currently trying to re-create some game boy sprites in 3D.
Everything worked fine for now. One pixel is one grid-unit for me…so snapping is important.
However, I now wanted to re-use a part but mirror it.
Once it is mirrored I can not snap it to the grid correctly anymore.
It snaps to nearest visible grid point. If you have fractions visible, it picks that so zoom out and then try snapping. If that’s not it, then not sure what could be wrong.
The tool tip for “snap to grid” says, “Snap to increments of grid,” not “snap to grid.” So if your vertex is not on a grid intersection when you start then will never snap to a grid intersection again (unless you do it manually by extreme zooming and eyeballing, or by entering specific XYZ transform values). This has annoyed me for a long time.
Oh, okay…and idea how to get around this? I abslutely need exact snapping for re-creating those low-poly count Gameboy sprites…
For me, as a beginner, this is one of the most annoying things in blender right now.
Select all verts and shift S snap to grid. Warning : usually makes a mess. Now move the verts you want to fix and everything should be snapping to grid points.
facepalm Thanks, DruBan, forgot about Shift S. But I still don’t understand why snapping can’t work like people expect it to – this isn’t the first time this has come up