
If you're using Blender and want to turn off symmetry in texture paint mode, you may encounter some challenges. One common issue is that the mirror modifier was applied after unwrapping, resulting in a mirrored paint job. To resolve this, you can try unchecking the butterfly-like button next to the cursor section, which indicates mesh symmetry. Alternatively, you can go into Edit Mode, select the mesh by pressing a, then press u and choose Smart UV Project. After that, return to Texture Paint, and you should be able to paint without symmetry. If you're using an older version of Blender, you might need to wait for a newer release or download a release candidate to access the Symmetry tab in the Texture Paint mode.
| Characteristics | Values |
|---|---|
| Issue | Texture paint is mirroring when symmetry isn't selected |
| Cause | Overlapping UVs, mirror modifier applied after unwrapping, or symmetry enabled on one of the axes |
| Solutions | Unwrap again, check for overlapping UVs, apply mirror and create a mirrored image of the texture, or turn off symmetry in the Active tool workspace settings |
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What You'll Learn

Unwrapping the model before painting
To begin the process of unwrapping your model before painting in Blender, you must first access the UV Editing workspace. Here, you can select the model you wish to unwrap and enter Edit Mode. In Edit Mode, you can manipulate the UV layout by selecting and working with edges, vertices, and faces. Think of unwrapping as a way to unfold your 3D model into a 2D plane, making it easier to paint textures onto specific areas of the model accurately.
To start the unwrapping process, you must mark the seams of your model. Seams can be thought of as the lines you would cut on a flat pattern to create a 3D object. You can select the edges where you want your seams to be and then mark them by pressing Ctrl + E and choosing "Mark Seam". Once your seams are marked, you are ready to proceed with the unwrapping.
There are several techniques you can use to unwrap your model, such as seam cutting, UV pinning, and UV island manipulation. These techniques will help you optimize the UV layout, minimize stretching and distortion, and achieve better texture resolution. One important aspect of unwrapping is to ensure that your UVs are not overlapping, as this can create issues when painting.
After unwrapping your model, you can begin the texturing process. In Blender, you can activate the Texture Paint workspace, where the 3D Viewport will be in Texture Paint Mode, and the Image Editor will be in Paint mode. You can then paint directly onto the mesh in the 3D Viewport or paint on a flat canvas in the Image Editor, using the UV coordinates to map the textures to the mesh.
Additionally, Blender allows you to use external paint software such as Photoshop, Substance Painter, GIMP, or Krita for texture painting. By referencing the UV map, you can accurately paint textures and details onto specific areas of your unwrapped model, bringing it to life with colors and intricate details.
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Disabling the mirror modifier
Understanding the Mirror Modifier
Before disabling the mirror modifier, it is important to understand its purpose. The mirror modifier in Blender is used to create symmetrical objects by mirroring a mesh along its local X, Y, and/or Z axes across the Object Origin. It can also use another object as the mirror centre, utilising its local axes instead of the original object's axes.
Steps to Disable the Mirror Modifier
- Apply the Mirror Modifier: Before disabling the mirror modifier, you must first apply it to make the mirrored changes permanent. Go to the Edit Mode and select all the vertices of the original object. You can do this by selecting any part of the mesh and then pressing Ctrl+L to select all connected vertices. Alternatively, you can switch to wireframe view and use the box ("B") or lasso ("Ctrl+LMB") selection to select everything.
- Delete the Original Object: Once you have selected all the vertices, you can delete the original object by pressing "X". This will remove the original object while keeping the mirrored version.
- Set the Object Origin: After deleting the original object, you may need to set the origin of the remaining object. Go to Object Mode and set the origin of the object to "geometry" in the tools panel ("T") on the left of the 3D View Window.
- Uncheck Symmetry Options: If you are using a newer version of Blender, you may have the option to simply uncheck symmetry. Next to the cursor section, there should be a butterfly-like button indicating mesh symmetry. If any of the X, Y, or Z axes are selected, simply uncheck them to disable symmetry. You can also disable symmetry by going to Active Tool Workspace Settings > Symmetry and unchecking all the axes.
- Re-unwrap the Mesh: If you have applied the mirror modifier to your mesh and want to disable it, you may need to re-unwrap the mesh. Enter Edit Mode, select the mesh by pressing "A," then press "U" and select "Smart UV Project." This will allow you to paint as normal without the mirror modifier.
- Disable Mirroring in Texture Paint Mode: If you are specifically working in Texture Paint Mode and want to disable mirroring, you may need to update your Blender version. Older versions may not have the Symmetry tab in Texture Paint Mode. Consider updating to Blender 2.75 or later to access the Symmetry tab and disable mirroring.
By following these steps, you should be able to successfully disable the mirror modifier in Blender. Remember to apply the modifier before disabling it to ensure your changes are permanent.
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Unchecking the butterfly button
To turn off symmetry in Blender, you need to uncheck the butterfly button. This button indicates mesh symmetry, and unchecking it will allow you to paint without symmetry.
The butterfly button can be found in different places depending on the version of Blender and the mode you are using. In some versions, it is located next to the cursor section. In Sculpt mode, it can be found at the top menu line to the left of the Dyntopo selection. It will have a butterfly with XYZ and a drop-down menu beside it.
If you are having trouble locating the butterfly button, try switching your layout to the Sculpting layout. This should make it easier to find. If you are only switching the 3D viewport to sculpt mode without changing the entire layout, you may need to switch the tab on the right side to the uppermost "tool-specific" tab.
In addition to unchecking the butterfly button, you can also turn off symmetry by going to Active Tool Workspace Settings > Symmetry and unchecking all the options there. Alternatively, you can go into Sculpt Mode and look on the left side, scrolling down until you see Symmetry Lock, and then click any of the X, Y, Z options so that they all show up white and not dark.
If you have applied a mirror modifier to your mesh, you will need to unwrap it again to turn off symmetry. To do this, go to Edit Mode, select the mesh by pressing "A", then press "U" and select "Smart UV Project". After that, go back to "Texture Paint", and you should be able to paint without symmetry.
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Unchecking Active tool workspace settings
To turn off symmetry in texture paint mode in Blender, you can try the following methods:
- Go to the Active Tool Workspace Settings.
- Navigate to the Symmetry section.
- Uncheck all the options under Symmetry to disable it.
Alternatively, you can try the following:
Cursor Section Method:
- Locate the cursor section.
- Look for a butterfly-like button next to it.
- If one of these butterfly buttons is selected, simply uncheck it to disable mesh symmetry.
If you are using an older version of Blender, such as 2.74, you might not have access to the Symmetry tab in texture paint mode. In this case, you can try the following workaround:
Sculpt Mode Workaround:
- Switch to Sculpt Mode.
- On the left side, scroll down until you find the Symmetry Lock section.
- Click on any of the X, Y, or Z options to disable symmetry. They should turn white when disabled.
Additionally, if you have applied a mirror modifier to your mesh, you might need to unwrap it again to disable symmetry:
Unwrapping with Mirror Modifier:
- Enter Edit Mode.
- Select your mesh by pressing "a".
- Press "u" and choose "Smart UV Project".
- Go back to "Texture Paint" mode, and you should be able to paint without symmetry.
If you are still experiencing issues with mirroring, it might be due to the version of Blender you are using. In such cases, you might need to update to a newer version or wait for a stable release that includes the Symmetry tab in texture paint mode.
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Using the 'Smart UV Project'
To turn off symmetry in texture paint mode in Blender, you can try the following:
- Go into Sculpt Mode and look on the left side. Scroll down until you see Symmetry Lock and click any of the X, Y, Z so that they all show up white and not dark.
- Next to the cursor section, there will be a butterfly-like button that indicates mesh symmetry. If one of them is selected, uncheck it. Alternatively, you can go to Active Tool Workspace Settings > Symmetry and uncheck all.
- If you have applied a mirror modifier to your mesh, you need to unwrap again. Go to Edit Mode, select the mesh by pressing "A", then press "U" and select "Smart UV Project". Then go back to "Texture Paint", and you should be able to paint as normal.
Now, here is some information on using the Smart UV Project:
Smart UV Project is an automatic method of unwrapping a mesh in Blender. It is a simpler projection method that uses formulas to map 3D space onto 2D space by interpolating the position of points toward a point/axis/plane through a surface. When using Smart UV Project, Blender will attempt to automatically place new seams (without marking them on the mesh) and unwrap the mesh. This can be useful if you want to map more than one mesh, as it will fit all of the objects' faces in the UV bounds without overlapping.
To use Smart UV Project, first select all the faces to be unwrapped in the 3D View. Then, in the 3D View, select Mesh > UV Unwrap > Unwrap or press U and select Unwrap. You can also do this from the UV/Image Editor by going to UVs > Unwrap or pressing E.
Smart UV Project offers several options to control the unwrapping process. You can adjust the Angle Limit in the operator menu to minimize distortion. Additionally, it uses any seams you have already marked on the mesh, and you can control how closely the UV islands are packed together by adjusting the Island Margin.
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