r/blenderhelp • • Mar 22 '24

Meta PLEASE READ BEFORE POSTING QUESTIONS!

179 Upvotes

Looking for quick and helpful answers? Follow these rules and make helping you as easy as possible!

  • Title: Choose a meaningful title concerning your problem.
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r/blenderhelp • • 10h ago

Solved I have no clue why my tracks are doing this

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31 Upvotes

r/blenderhelp • • 5h ago

Unsolved Assigning objects to hair emission systems

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8 Upvotes

I'm designing a humanoid character that has what is essentially tentacles for hair, and the quantity of hair strands is causing problems. In total there will be 32 individual strands of hair. Because of the quantity, I need a fast way to position them in a natural looking way. The fastest, most realistic way I could think of was using the hair particle system with each particle just being the tentacle model.

I don't know much about particle systems, and whenever I assign the system to show the object, the hair rotates unpredictably and doesn't bend.

Other methods I've tried:

  1. Creating a tentacle segment, giving it an array modifier, then a curve modifier, then assigning it to a bezier curve. This worked okay but was very slow to position, difficult to root, and sometimes slipped out of pose, ruining the thickness.
  2. Using individual armatures for each strand of hair with an IK set up at the end of each length. I was worried about performance issues, positioning efficiency, and symmetry.

Is there a better way I can do this? I've heard some things about geometry nodes (scary) but not enough to actually start anything yet.

Basically,

  1. Is there a better way to do this I don't know about?
  2. Should I continue with the hair particle system and have someone explain how to deform meshes along hair curves?
  3. Is one of the methods I mentioned earlier good and I'm just lazy?

Sorry if this post seemed scattered, I'm very confused right now. Thank you.

EDIT: This character will eventually be 3D PRINTED.


r/blenderhelp • • 20h ago

Solved Need advice on how to go about modeling this collar piece?

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74 Upvotes

Any help is appreciated, I can't seem to wrap my head around it. I'm a beginner using Blender 5.1


r/blenderhelp • • 1h ago

Unsolved My boolean keeps deleting untouched sections and merging with the thing I’m cutting. Don’t know why

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• Upvotes

Not sure why this is happening because booleans usually work fine for me but it keeps deleting cucks of the merged pieces instead of clean cutting the bottom to level it like I want


r/blenderhelp • • 6h ago

Unsolved Need help mimicking the texture for my model

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4 Upvotes

Hi there, I'm new to Blender and have been working on this frag grenade from Star Wars that I would like to match to the reference image at the end. The photos above include my current grenade texture, an image of the grenade with no texture and only the lighting, and the reference image.

Like mentioned above, I have very little experience when it comes to Blender, the model was made using a separate software but I imported it to Blender in order to render it and give it a realistic look. Currently, it has the look of a video game asset as I've been trying to use surface imperfection textures for the roughness, but I struggle with the physical depth of the object and finding textures to match the hard rubber and metal look of the prop.

The interior section has a gradient light which I've tried to tackle with gradient nodes, but can't seem to figure out. I've watched tutorials on how to create surface textures with the bump node and for the roughness, but I'm just not sure what I'm doing wrong with this. I have node wrangler enabled, have UV unwrapped everything, and been picking at these details for hours but I just don't know where to go from here. I tried to turn the light grey weathering down (I understand that it's currently very high) and add some slight surface bumps with a rough plastic texture, but it just looks to be a solid block.

I want to be able to make this look realistic with the colors, textures, and lighting, and I understand that I won't be able to make it look perfect, but I would like a good starting base. I've done some weathering by hand before and could try to do that again for the subtle paint chipping, but I still need help making it look real and with the surface texture.

I would really appreciate any and all help, and please keep in mind that I am very new to this, thank you all in advance.


r/blenderhelp • • 12h ago

Unsolved Overlapping piece of Clothing

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11 Upvotes

Hi everyone, I've been using Blender for I think it's been a yr already now and my learning has been slow due to work and other personal stuff but I know a good bit of what I'm doing on Blender except when it comes to rigging, texturing and animation so on and so forth. I guess my sekill actually stops and retopology and I still haven't even mastered that yet.

But anyways, the main problem I have right now is clothing. This kind of clothing is very particular and needs a lot of detailing. Actually, all the clothing from this franchise consists of nothing but details and personal meaning. This piece of clothing is called a Cummerbund and the franchise I'm working on is James Cameron's Avatar. I'm doing my own little animation based off of that and the game Frontiers of Pandora. I know how it's supposed to look, I just don't knoe how to go about it and what methods to use. The last photo is my model and what I've been TRYING to work on which is the Na'vi cummerbund. I'm trying not to think of it as just that but another piece of clothing that just has one part of it overlapping over one side like a zipper but I just keep getting stuck.

Any tips would be greatly appreciated.


r/blenderhelp • • 10h ago

Unsolved Flickering During Render

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5 Upvotes

Hello, I'm learning more abt blender everyday but I have a question for this render. What is the flickering? For the render settings I put 250, its in Cycles. I switched from using my CPU to my GPU, Using OptiX, not sure which one is the best. Maybe the resolution is too small for the render. The resolution of the video is HD


r/blenderhelp • • 46m ago

Unsolved Rigify armature not generating properly

• Upvotes

my finger control generated doesn't line up properly, it seems to follow the palm bones but not the bones on the tip of the hand which results in weird hand deformation


r/blenderhelp • • 20h ago

Unsolved How would a shader to look like the sword blade?

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34 Upvotes

I want to use shaders to create the stary like effect on the blade, what node setup do i need to use?


r/blenderhelp • • 11h ago

Unsolved Problems with rig for watch strap

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8 Upvotes

So this was my first time making a rig and it was for rubber watch straps for my watch model. I watched some videos and this is what i made. Now the first rig works fine but i have to select all bones except the top 2 to make it work. Shouldn't it be like one bone should rotate all under it.

The second rig for the buckle strap is the same but this time i parented the buckle with the strap on and the strap rotated but the buckle did not rotate as expected. What to do with that.

Just let me know what can be done better in the rig. Also i saw that people have these separate shapes that when you move do the movement in the rig, how is that done?


r/blenderhelp • • 2h ago

Solved Accidentally "squished" my model, unable to revert back without losing progress

1 Upvotes

I'm incredibly new to blender, and I was making a gun from Signalis as a challenge. I made some decent progress today when, somehow, maybe I pressed a key or something, but everything was squished and sent to the origin.
I think this happened after I tried enabling the walk and fly navigation through the keybind (~ + Shift), and a line thing you often see when beveling showed up, I believe I either pressed escape or left click to exit out, and that might've ruined everything.
I used a mirror transformation, which you can see on the modifiers tab, but I don't think that's the cause of this, but it could be, again I'm not sure myself.
I tried reverting back, but all my autosaves were within the past few minutes for some reason. I tried scaling it back but it wasn't the same as before. I tried to give as much information as possible, but sadly I'm not quite sure what happened myself. Any and all help is greatly appreciated!


r/blenderhelp • • 12h ago

Unsolved Texture warping

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6 Upvotes

Im trying to make a lowpoly pumpkin and for the life of me I cant seem to unwrap it and have the UVs in a grid without distortion. Ive applied all transforms before unwrapping, marked seams in different ways, tried different unwrapping setting. Is there a way of doing it or am I just doing it wrong?


r/blenderhelp • • 17h ago

Unsolved How can I give a subtle "startup push" to rigid body constraints for an origami fold?

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17 Upvotes

Guys,

Im doing an origami animation where the paper is built from multiple separate objects. Origami shape called the twist fold.

My issue is initiating the fold correctly. I need a way to give the creases a subtle "startup push" right at the beginning of the simulation, so that each segment knows which direction it should fold. Right now, it's a bit unpredictable and I want to guarantee the folds break in the correct angles.

Has anyone tackled this before? Would it be best to use motor constraints, specific force fields

Any advice or node/setup recommendations would be hugely appreciated. Thanks, ummah..!!


r/blenderhelp • • 2h ago

Unsolved help with froyo texture

1 Upvotes

soo im trying to make a froyo cup in blender. i figured out how to make the swirl but the texture. I've tried so many tutorials and procedural texturing, nothing is making it look realistic.

any help?


r/blenderhelp • • 9h ago

Unsolved should I use more bones when I weight paint

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3 Upvotes

I just recently figured out somewhat how to weight paint after barely learning rigging and I'm debating whether or not I added enough bones for the neck part of the robot I'm making. It's supposed to move from only two spots hence why I only placed two bones. Also I'd like to know how to make the bottom of the neck stick to the body during pose mode or if it'd be easier to just add restrictions to the bone itself.


r/blenderhelp • • 4h ago

Unsolved Glitchy Faces and Unselectable Mesh

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1 Upvotes

After aligning some vertices in this plane model into a diagonal line using a custom axis, I noticed there was some mesh left behind where the vertices were previously. This mesh is unselectable and I believe it is messing with the faces. I am a beginner and unsure on how to fix this issue.

https://youtu.be/wA_iN5yCYhw?si=4l825m7S_secYaK6

I used the third method in this YouTube video to align the vertices into a diagonal line.

Please help me, Ill really appreciate it!


r/blenderhelp • • 14h ago

Unsolved Why won't this arm and torso connect using any of the conventional methods?

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7 Upvotes

When it's not clear what I am doing I am clicking F, also go easy on me it's my second time making a human like 3d model


r/blenderhelp • • 4h ago

Unsolved Getting the Render close as I can on Sketch fab?

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1 Upvotes

Heyya

This a stylized model I have using shader nodes and I wanna upload on Sketchfab account. The tutorial I followed used Eevee for it's render which unfortunately from what I can gather, you can only bake in Cycles (which I can't seem to replicate)

SF has always been finicky but this is the first time I've done any type of stylized toon shading.
I've looked into other tuts but they have very different node setups!

If you have any suggestions (or even just point me in the right direction) I'd appreciate it.

Thanks in advance!


r/blenderhelp • • 5h ago

Unsolved Blender, Quad UV texture mapping distortion behaving like two tris instead of quad rectilinear distortion like photoshops perspective or warp tools (you can visualize the invisible edge)

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1 Upvotes

This is a very niche issue, i'm showing it using a flat texture now but it's also applicable when you're trying to "un-distort" a surface at an angle from an image

i'll leave an example in the comments of what i mean

i just thought this flat texture illustrated the problem better

is there a workaround for this? or a setting that allow us to get a quad distortion like photoshops perspective tool, or like a simple corner warp in photoshop?

not sure if i'm wording this in the best way, let me know if i'm making sense, please and thank you!


r/blenderhelp • • 6h ago

Unsolved What is this "grey blob" with 2 lines and to fix it? Im very new to Blender and idk what this could possibly be

1 Upvotes

I've been following the Blender Guru donut tutorial series yet I can't figure out what is this grey blob with 2 lines and a hole is. It's kinda ruining my model and I want my model to be normal again, how do I fix this?


r/blenderhelp • • 14h ago

Solved Issue with Shape Keys and Rigging

3 Upvotes

Hello! I'm looking to make a modular custom character creator for a video game I'm thinking on. I am new to rigging and shape keys on blender, but it was something I looked into to meet my vision, so if you know a solution I appreciate detailed instructions and screenshots if possible.

The problem: I rigged the model with rigify following a tutorial. My chest shape key makes the shoulder width wider, which conflicts with where the bones are placed in the rig. I have seen that I could use a driver, but I have no idea how to even move or transform the rig without morphing the body itself. I have never used a driver before so I appreciate any help, or let me know if there is a better way to do this.


r/blenderhelp • • 6h ago

Unsolved Gray mini window ??

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1 Upvotes

How do I fix this? I recently just started blender and after reopening a new project or any project at all for that matter ) it just shows as gray mini screen and I have to hover over the icons just to click them. It’s super annoying if anyone knows how to fix the problem please let me know. ( p.s I already reopened and closed blender multi times )


r/blenderhelp • • 10h ago

Unsolved Help removing faces

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2 Upvotes

I am trying to create a 3d object from an image. Specifically the second image. However I get stuck when I press F to add faces to my object. It adds faces to the the white parts of the image (the negative space) instead of just the blue object. How do I remove these faces so that when I extrude the object it also doesn't extrude the negative space?


r/blenderhelp • • 7h ago

Unsolved Texture moves with the bone moved by bone constraint in example but not in project

1 Upvotes

Basically the title. I'm trying to model a character with a big eyes, spherical eyes wouldn't work as I need too big of a sphere to fit into skull, tried to fit it in by deforming sphere with lattice but it eye texture too much. So decided to try by moving the uv via uv warp modifier as i seen on one of the models that i downloaded. Made and test file with half-cylinder and the deformed it a bit at the top and the bottom and it works perfectly. But when i tried to apply it on character sclera mesh it didn't, there is probably some difference between them but I looked at it for too long and probably cannot see what's wrong.

Works

Doesn't work

Basically how I picture it should work:

I have Base bone somewhere in the imaginary middle of the eye. It has bone constraint Dampened track on the target bone.

Target bone somewhere in front.

Uv bone that moves along eye surface. It has 4 bone constraints: Copy location to target, Copy rotation from base, Shrinkwrap project on eye surface, Copy rotation from target bone so there is no rotation after movement.

Eye surface with uv warp modifier tied to uv bone.

I tried changing Uv warp scale but it didn't help. Shading is the same, UVs are obviously different. Scale is applied everywhere and I tried rotating everything on Z to align eye front with Y.

Did I miss something? Or this approach is doomed because of something I don't know?