Problem with Mirroring Displacements

MetalKev

L2: Junior Member
Mar 5, 2012
70
23
Howdy.
Since I'm still pretty green on mapping I might put too much detail in explaining my issue. I'm happy to elaborate if something I say doesn't make sense.
Currently I'm working on a midfight that's has a displacement for the ground. In designing the map I just work on one half and when I want to see how both sides look together I copy my work, transform it 180 degrees in the z axis and line it up with the original.
Unless I've missed something though when it comes time to do the ground this could be a problem if I want it perfectly mirrored and leak free, as I can only adjust one side while needing to see what happens to both, and can't use the sew command because it could change both sides differently.
TL: DR - When placing the mirror of a displacement next to the original how do you get it both leak free and symmetrical?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
You're concerned that Sew will leave you with a non-symmetrical set of vertices along the middle, yes? Go ahead and do it, and then use Paint Geometry set to Raise To with a small radius and AutoSew on to push them to the specific heights you want. Does that make sense?
 

MetalKev

L2: Junior Member
Mar 5, 2012
70
23
I don't quite understand but only because of my unfamiliarity with the tools. I'll derp around with them for a while using your advice and see where that gets me. If I have any issues I'll post again. Thanks!
 

tyler

aa
Sep 11, 2013
5,102
4,621
Basically, make your displacement, copy and mirror it, and then where they meet change it manually every damn time.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Or you could be smart about it and make sure it aligns to the grid in even sizes around your point of pivot for rotating, usually your control point. That way when you rotate it, they'll align perfectly and be able to be sewed.