Weird double mesh issue with symmetry

Returned to Nomad sculpt after a few years, not able to figure this out.
I made this mech and used symmetry a lot.

It all looks fine in Nomad until I export it and go to procreate…

Then I start getting this odd double geometry intersection
On blender this can be sorted by enabling “clipping” in the symmetry modifier.

Is the a similar thing in nomad or is my workflow wrong?

It looks like some of your parts are 2 mirrored objects instead of 1 symmetrical object. The double geometry you’re seeing is the visual you get when two exact objects are in the exact location.

I would check in Nomad and see whether it’s mirror bodes or just duplicate parts. Mirror nodes can easily be seen in the object menu. Duplicate parts can be discovered/eliminated by selecting one of the duplicates in the viewport and turning it off in the object menu then selecting the other duplicate in the viewport.

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You can show us the scene inside Nomad (the hierarchy menu).


Hope this helps

Project mech.nom (7.6 MB)
Here’s the Nomad file as well

I thought so too but can’t figure it out in the hierarchy menu

As previously mentioned, your part is inside of the Mirror node.

This makes it so the part, not being semetrical, is overlapping itself due to being mirrored.

You can more easily see this by moving the chest piece out of the mirror node and noting the gold-ish box in the front:

The box is being mirrored as a second, separate piece and you’re getting the overlapping mesh.

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I see now, thanks

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Yes, only the arm and legs should be under the mirror node.
Head/torso can be symmetrical but should not be mirrored.

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I’ve noticed this happening when I’ve quadremeshed an object within a mirror node, both sides get doubled up causing that clipping.

But the object and it’s duplicate are joined automatically and need to be separated

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If you use the Quadremesher, you have to pay attention to whether the symmetry is active in the remesher.
If you remesh an off center object within a mirror node with active symmetry (world), then the object will be mirrored by the quadremesher.
Change symmetry for off center objects to local to avoid this.

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