https://vintagesimstress.tumblr.com/post/623248233125265408/iv-the-most-useful-meshing-tools-in-blender
Previous ← 3a - Method I: Loop, Sculpt, Cut
Only in my own, very subjective opinion, of course. I bet many other creators would disagree with me on this selection, but those are the tools I use almost every time when I mesh something new.
This part is going to look a bit different that the previous ones: it won’t be a step-by-step guide, but rather a short explanation of different options (some of which I already partially covered) and their possible usefulness, so that you could just implement whichever you want in your own projects.
1. Snap to symmetry
You can find this option in that dropdown (dropup?) menu hidden under the ‘Mesh’ button, in the bottom bar. It does just what it says on the tin: if a vertex on the left side on your mesh has it’s exact equivalent on the right side (so, let’s say, vertex A has x = 20, and vertex B has x = -20, and y and z are the same), Blender will recognise them as mirrored.
Make sure to use this option only on parts which really are symetrical! Otherwise you might end up with some of your vertices being symmetrised and others not, and then it’ll all become a hot mess. So, in case of our dress, you shouldn’t use it on the skirt, but it’s perfectly safe to use it on the upper body parts, which are, by default, completely symmetrical – even if Blender doesn’t necessarily know it yet. Of course, that applies only if you used the same top as me – I can’t speak for others!
2. X mirror
A follow-up to the whole symmetrising process. You can find that option in the toolbar on the left (T), in the 'Options’ tab. Just tick it. And now select any vertex of your symmetrised top and move it wildly around. You’ll notice that the same happens on the other side of the mesh as well.
3. Proportional editing
I know, I know, we’ve already used it so many times…! But proportional editing is pure magic and I think it deserves another mention. Depending on the falloff type, you can use it to quickly create a variety of different shapes. Just as a reminder: you turn it on by pressing either O (for all vertices) or alt+O (only for connected vertices) and then select the falloff type in that bottom bar. By default it’s set to 'Smooth’, which is probably the most universal option. You can make a bigger or smaller area affected by your edits by moving the mouse scroll – by default it’s set to VERY big, so probably your whole mesh will be moving. Don’t panic and just scroll until you see a white circle – that’s exactly the 'affected area’.
Why mention it now? Because combined with the 2 previous tools it’s a perfect way to make those 1890s puffs! Let’s take a look at it, shall we?
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I think by now I can admit it: the dress I’m trying to make here with you is this 1897 wedding dress: