BlenderBlender Basics

Mirror modifier: build half, finish the other side, and keep the center seam closed

Move the default cube to one side, add a Mirror modifier, delete the face left on the mirror plane, close an opened seam by setting Median X to 0, stop it from opening again with Clipping, and finish with Subdivision Surface as one smooth piece.

AZTechnology11 min read

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Based on: Blender 5.2 LTS (screenshots from 5.2.1, English interface, default shortcuts). Checked in November 2026. All pictures are real Blender screenshots. The red numbers and boxes were added to explain them. The Properties editor was dragged wider, and the add-on tab row of the sidebar is blurred.

Faces, cars, chairs and robots have matching left and right sides. You only need to build half. The Mirror modifier fills in the other half like a mirror. Change one side and the other side changes with it, so you do half the work and the sides never drift apart.

Picture holding half a mask against a mirror. The mask and its reflection must touch in the middle to look like one face. Pull the mask away from the glass and a gap opens. Most mirror problems come from this center seam.

After this post you can:

  1. Build a half shape around the origin and add Mirror.
  2. Tell what Axis, Clipping and Merge do in the Mirror panel.
  3. Delete the face left on the mirror plane.
  4. Close an opened seam with one number.
  5. Stop the seam from opening again with Clipping.

Before you start: Start from the default cube in a new file (File ‣ New ‣ General). Select the cube and open the Modifiers tab (wrench icon) in the Properties editor. Edit Mode basics (selecting points, edges and faces, moving with G) are in Blender beginner chapter 6: Edit Mode. The whole modifier menu is in Every Blender modifier in one list.

1. Build half: move only the shape

The Mirror's glass passes through the object's origin. The origin is the small orange dot every object has; it is the object's reference position. The default cube has its origin in the middle, so a Mirror on it puts the reflection exactly on top of the original and nothing seems to change.

So first move only the shape, not the origin. G in Object Mode moves the origin too, so do this in Edit Mode.

Starting point: The default cube in a new file (File ‣ New ‣ General).

Follow along:

  1. With the mouse over the 3D Viewport, press Tab to enter Edit Mode.
  2. Press A to select everything.
  3. Press G → X → 1 → Enter. The shape moves 1 m along X (the red line).
  4. Press Tab to go back to Object Mode.

The cube in Object Mode. The shape has moved to the right, and the orange origin dot sits in the middle of the cube's left face Figure 1. Only the shape moved 1 m along X. The origin (orange dot) stayed put and is now in the middle of the cube's left face (Blender screenshot)

The cube's left face now sits exactly where the origin is (X 0). This face is the mirror plane from now on.

2. Add Mirror and read the panel

Follow along: In the Modifiers tab, click Add Modifier → Generate → Mirror.

The Add Modifier menu with Generate open and the mouse over Mirror. The Mirror line is marked 1 Figure 2. ① Mirror in the Generate list (Blender screenshot)

After adding Mirror. A copy appears on the left too, making one long box. Axis X button marked 1, Clipping checkbox marked 2, Merge row marked 3 Figure 3. After adding Mirror, a mirrored copy appears to the left of the origin and the box is twice as long. ① Axis X (on by default) ② Clipping (off by default) ③ Merge (on by default, 0.001 m) (Blender screenshot)

From top to bottom, the panel looks like this.

FieldWhat it doesDefault
Axis X / Y / ZWhich axis to mirror across. With X on, the +X shape appears on the −X side. Two axes give 4 copies, three give 8X only
BisectIf the shape crosses the mirror plane, cut it there and keep one side before mirroringOff
FlipKeep the other side when using BisectOff
Mirror ObjectUse another object (usually an Empty) as the mirror instead of the originEmpty
ClippingStop points from crossing the mirror plane in Edit Mode (section 5)Off
MergeJoin points that come within a set distance of their mirrored copiesOn, 0.001 m
Bisect DistanceHow close to the plane Bisect removes points0.001 m
DataExtra options such as mirroring UVs and vertex groups named .L/.RCollapsed

3. Delete the face left in the middle

The long box in Figure 3 looks fine from outside. Inside, a face is stuck on the mirror plane: the cube's old left face. It is like a wall inside a box. It causes trouble later with Subdivision Surface or 3D printing. When you model half a shape, deleting faces on the mirror plane is a basic step.

Starting point: The cube with the Mirror from the previous section.

Follow along:

  1. With the mouse over the 3D Viewport, press Tab to enter Edit Mode.
  2. Press the number key 3 for face select mode.
  3. Press Alt+Z to turn on X-ray so you can see inside.
  4. Left-click the center dot of the face on the mirror plane (the upright face at the origin) to select it.

Edit Mode with X-ray on. One upright face in the middle of the box is selected in orange Figure 4. The face left on the mirror plane, selected. X-ray lets you see the face inside (Blender screenshot)

  1. Press X to open the Delete menu and click Faces.

The Delete menu opened with X. Faces, among Vertices, Edges and Faces, is marked 1 Figure 5. ① Faces in the Delete menu. It deletes only the face and keeps the points and edges around it (Blender screenshot)

The outside looks the same after the delete. The outer faces are still there; only the inner wall is gone.

4. When the seam opens: set Median X to 0

While shaping one half, it is easy to push a point on the mirror plane sideways by accident. The middle then opens, like a mask pulled away from the glass. Open it once on purpose and learn to close it.

Starting point: Edit Mode after deleting the middle face (X-ray still on).

Follow along:

  1. Press the number key 1 for vertex select mode.
  2. Drag a box around the 4 points on the mirror plane to select them. Then press Alt+Z to turn X-ray off.
  3. Press G → X → 0.3 → Enter. The middle points move 0.3 m to the right.
  4. Press N to open the sidebar on the right of the 3D Viewport. The Median X field on the Item tab shows the middle position of the selected points.

Edit Mode. A gap opens between the original box and the mirrored box. The Median X 0.3 m field in the sidebar's Transform panel is marked 1, and the gap is marked 2 Figure 6. ① Median X 0.3 m ② points 0.3 m from the plane are 0.6 m from their mirrored copies, so they don't merge and a gap opens in the middle (Blender screenshot)

Merge only joins points within 0.001 m (the default) of their mirrored copies. Points 0.6 m from their copies are not merged, so the gap stays. Now close it.

  1. Double-click the Median X field to edit the text.
  2. Type 0 and press Enter.

The same view after setting Median X to 0 m. The gap is gone and it is one long box again. The Median X field is marked 1 Figure 7. ① Median X 0 m. All selected points are back on the plane and Merge joins them again (Blender screenshot)

This also works when the points are scattered unevenly. Select every point that should be on the plane and press S → X → 0 → Enter to flatten them into one line in X. Then set Median X to 0 to put them all on the plane at once.

5. Clipping: keep it from opening again

Instead of fixing the gap by hand each time, you can stop points from leaving the plane. That is Clipping. It works like a magnetic wall on the plane: points stuck to it can slide up, down, forward and back along the wall, but cannot leave it.

Starting point: Edit Mode after setting Median X to 0. The 4 points on the plane are still selected.

Follow along:

  1. Turn on Clipping in the Mirror panel.
  2. Press G → X → 0.3 → Enter again.

After turning on Clipping and moving the same points along X. Still one long box with no gap. The Clipping checkbox is marked 1 Figure 8. ① With Clipping on, points on the plane don't move in X, so the seam stays closed (Blender screenshot)

While Clipping is on, points on the mirror plane cannot leave it. To move them along the axis again, turn Clipping off. Keep it on while you build the half, and switch it off only when you need to move a middle point on purpose.

6. Finish: one piece with Subdivision Surface

Half-modeling usually goes with a Subdivision Surface on top of the Mirror. Since the seam is closed, the middle joins smoothly into one piece.

Starting point: Edit Mode from the previous section.

Follow along:

  1. Press N to close the sidebar, then Tab to go back to Object Mode.
  2. With the mouse over the 3D Viewport, press Ctrl+2. A level 2 Subdivision Surface goes in below the Mirror.

Object Mode. The long box is now one smooth capsule. The Modifiers tab shows the Mirror panel (Clipping on) and a Subdivision panel below it Figure 9. Subdivision below Mirror. The shape is smooth with no break in the middle. The panel is labeled Subdivision (Blender screenshot)

Order matters. The stack is calculated from top to bottom, so Mirror on top, Subdivision Surface below builds the full shape first and then smooths it. Stack order is covered in What is a modifier, and smoothing in Subdivision Surface.

7. Practice

  1. In this scene, turn on Axis Y too. Count how many boxes you see and check on which side of the origin they appear.
  2. With Clipping on, move a point on the plane up and down with G → Z. Check whether it moves in Z.
  3. Set the distance next to Merge to 0.5, then move the middle points 0.2 m in X as in section 4. Does a gap open? Write down why.
  4. In a new file, add a monkey head (Add ‣ Mesh ‣ Monkey). In Edit Mode delete the points on the left half, then add Mirror. Turning on X-ray and using numpad 1 (front view) makes selecting easier.

8. Common mistakes and fixes

SymptomCauseFix
I added Mirror and nothing changedThe shape is already symmetric around the origin (the plain default cube)Move only the shape sideways in Edit Mode, as in section 1
The mirrored copy appears in the wrong placeThe origin, which is the mirror, is not on the plane you wantSelect an edge on the plane, Shift+S → Cursor to Selected, then in Object Mode Object ‣ Set Origin ‣ Origin to 3D Cursor
Moving in Object Mode drags the copy alongG in Object Mode moves the origin tooMove only the shape in Edit Mode
A gap shows in the middlePoints on the plane were pushed sidewaysSection 4: select them, set Median X to 0, then turn on Clipping
A middle point won't move sidewaysClipping is onTurn Clipping off only when you need to move it
Subdivision makes the middle sharp or brokenSubdivision is above Mirror, or the middle face is still thereMove Mirror to the top (Move to First); delete the middle face as in section 3
Only half is left after removing MirrorMirror was deleted with the X in its panel instead of appliedWhen the shape is final, use the down arrow in the Mirror panel header ‣ Apply. If it was a mistake, Ctrl+Z

Summary in one line

Move only the shape in Edit Mode so the origin is on the mirror plane → Mirror → delete the middle face → if it opens, Median X 0 → turn on Clipping to keep it closed. The next post covers the Array modifier, which lines up copies of a shape.

Previous (whole series): Every Blender modifier in one list · Next: Array modifier

References

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