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Now when you are creating a mesh that consists of thousands or millions of vertices, you don't have to do all of that modeling work yourself. Blender can help you if you give it some rules for it to follow. So when editing an object, these rules are called modifiers because they modify the object for you according to the rules which you set up. The first modifier I'd like to talk about is the Mirror Modifier. Now many objects are symmetric like a chair, or a lamp, or an egg, or a car. They look the same according to some axis.
So here we have a sphere and let's tab into Edit Mode and just for fun, let's go ahead and delete half of the vertices. Press B, drag your mouse over, select half of the vertices, press X to delete those vertices. Feel free to play with the other options there on deleting in any of the submenus. So now we have half of a sphere. If we tab out of Edit Mode, and add a modifier to that sphere, come over here to the panels, click the Add Modifier and as you can see, we have just a ton of different modifiers that we can add to this object.
One of which is Mirror. Now all of a sudden over here in 3D View, that deleted half of the sphere just came back in from somewhere. Where did that come from? Well, the Mirror Modifier by default anything on the right side of the X-axis, it mirrors it on the left side. So if we tab into Edit Mode, we can see that we only have the actual vertices on one side but Blender fills in the other side for us. If we make any changes to one side of this sphere, by say grabbing and moving these vertices, notice how it's also mirrored on the other side for us.
The other axis that you can mirror on is the Y-axis and the Z-axis and in fact, if you select and delete the bottom half of the vertices, deselect those vertices that we picked before and delete them. Now we can also mirror by pressing Shift to Shift+Select both the X and the Z. Now I have a quarter of the sphere, which is being mirror modified to create both a left and a right, and a top and a bottom and of course, if I go into top view and delete the back half of the vertices and Shift+Select the Y. Now all I have to do is modify a model, a quarter of this sphere to create an entire object.
Using modifiers then, I can very quickly reduce the number of vertices that I have to work with in order to create and modify the entire shape.
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