r/blenderhelp • • 25m ago

Unsolved how do i keep things connected by a mesh while still being connected to separate bones in armature

• Upvotes

i want the head object and the neck (joined to the body) to have a seamless connection that flexes as the head bends how do i do that


r/blenderhelp • • 2h ago

Unsolved Toon node setup not working in Blender 5.2 as it would in 5.1

1 Upvotes

When I plug in a regular color, it works fine. In fact, colors from anything else works fine. I cannot find what doesn't work in this node setup that does in 5.1. I got it from a video a long time ago, I cannot figure out what's going wrong to cause this. I am using 5.2.2. Does anyone have any ideas? In Cycles, it's near white, in Eevee, it's black with lighting as seen here.


r/blenderhelp • • 3h ago

Unsolved Geometry nodes result not looking like tutorial

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1 Upvotes

(1st and 2nd slides are my side, 3rd and 4th are the tutorial)

I'm following this tutorial that I am hoping I can add a smoke effect on to later, but right now, the object isn't looking right at all. I've tried it once before, and for my second attempt I restarted completely, but still nothing. The tutorial shows one side of the object starting off small, and then the "branches" or tendrils increase in size, which they flip. The tutorial then shows the object shrinking to the proper size with one end having a tip and the other end kinda looks like an open pipe. But with mine, none of it is working. Mine just looks like a bunch of thick curved pipes on top of each other. What did I miss, or what could I add, so my object looks like the tutorial, so I can continue with it? Also, in the video, the person can change the shape using the "radius" slider on the right, but when I try it on my side, its not working either.

(My problem starts at around 2:11 in the video)

Tutorial: https://youtu.be/TA9-Ld-t6Lg?si=OYLlnSNQz8tMnaNl


r/blenderhelp • • 3h ago

Unsolved Help with this on blender Mac

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2 Upvotes

I need help opening the vertex panel. I’ve already created some things, but I need to smooth them out and want to use this tool; however, if I move the object before using it, it disappears. How do I open the panel?

Or how can I make it smooth, so it doesn't look blocky?


r/blenderhelp • • 4h ago

Solved What am I doing wrong with this normal map bake

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1 Upvotes

Image it 1024x1024
Low poly is a cube
High poly is slightly larger cube with subdivisions + randomize
All scales are applied
Cycles: GPU (also tried CPU)
Bake Type: Normal
Extrusion: 0.2m

But as you can see it just comes out grey without any

Update: I just upgrade from blender 4 to 5.2.2 and it's fixed


r/blenderhelp • • 4h ago

Unsolved Whats the best way to rig the jaw and lips of this toony frog character?

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1 Upvotes

I want the jaw to open up while not screwing with the current bone locations, using cloudrig. If you need more info i'm willing to talk.


r/blenderhelp • • 5h ago

Unsolved Can someone explain how in the world the gimbal lock is possible?

1 Upvotes

If the axes are rotating whenever there is a rotation, how is it possible for any of them to become aligned? If the next axis in the hierarchy rotates, shouldn't the other axes rotate with it?

For example, in Blender, if I have a bone in Euler XYZ mode and I rotate it 90 degrees on the Y axis, the X and Z axes become aligned (Gimbal Lock). But since the axes are local to the bone, shouldn't they all rotate together and stay perpendicular to each other?


r/blenderhelp • • 5h ago

Unsolved How do i reset fbx rotation done in other software?

1 Upvotes

Hi Blenderhelp community.

I have a question. I've extracted a 3d model in fbx format from a old defunct unity game so it might have miniscule rotation. I loaded the model into a software called Noesis 3d viewer (by Rich Whitehouse). I accidentally exported fbx from Noesis with rotation.

When i import the fbx into Blender how do i remove the rotation i did by accident? Also would resetting the rotation set it to zero or the original miniscule rotation the file had from unity? (would my rotation be added to the existing rotation from unity or replace it?)

Kind regards!


r/blenderhelp • • 5h ago

Solved Background image transparency issue in Cycles

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1 Upvotes

I've been really wanting to render this image in Cycles with a background image to fill the sky but when I switch from EEVEE to Cycles, it refuses to use the transparency of the background trees. I've already did some basic debugging but nothing is working.


r/blenderhelp • • 6h ago

Solved What's the best way to get the slits in this mask to match?

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52 Upvotes

EDIT: Ok, I guess I'll specify this since I keep getting crucified for it... This is for a 1-time 3D print for myself, not a digital asset that's going to be used for games or animation. I didn't realize I should've included that, but now see it's led to a lot of confusion. I am a traditional/physical artist, and wanted to make this mask, but this design in solid clay will be too heavy and brittle, so I thought a 3D printed base would make it more wearable for long periods of time. I sculpted a prototype and scanned it into Bambu studio, then imported it into Blender, where I've been trying to figure out how to use it be just exploring the program and using the sculpting/smoothing tools. You're all better and more skilled than me. I GET IT. :') You can all stop rubbing it in my face- The point has been made and I don't disagree. Thanks to the folks that answered my question in earnest & offered helpful advice about the knife/mirror tools, and resources for learning- much appreciated.

Hi there! I'm trying to make this mask, and am almost finished with it... It's my very first 3D modeling project. I am trying to get the larger openings in the side of the mask to match the exact size, width, depth, etc as the smaller slits... I had originally cut the large ones and shaped them to match the curve of the edge, but they ended up being too big. I cut the second slits and decided I'd like to keep the initial slits to use as a belt loop of sorts. But because the mesh is integrated, I'm having trouble figuring out what's the best way if fixing the larger ones to match the smaller ones. Should I try to fill in the larger holes completely and just cut new ones? Should I use one of the sculpting tools to nudge it over? (And can I really do that without disrupting the surface geometry too bad?) Should I try to extrude one edge closer to close the gap? What would be the absolute easiest to do? I'm sorry if these are dumb questions, I'm a SUPER beginner at 3D modeling and and just trying to figure this software out on my own as I go, so please forgive my ignorance and explain it in as much detail as possible cuz I'm still learning how to navigate and use Blender. :') Thank you for any help you can provide! If you need any additional pictures I can post those too.


r/blenderhelp • • 7h ago

Unsolved Sculpting remesh error

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7 Upvotes

I have been sculpting a character, and it's almost finished, but then I realised that when I remeshed, two pieces were too close. How can I fix this without restarting?


r/blenderhelp • • 7h ago

Unsolved Need help creating a chess set.

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5 Upvotes

I am new to blender and decided to try and make a chess set to try and learn. I am watching a Youtube video and am stuck. I have no idea what I am doing. I am trying to extrude the top of the it is not working.

If I click on the cylinder then go to edit mode and then top view I can view the top of the cylinders. I tried to click E to extrude the top of the cylinder which did not do anything. Then if I go to left camera I can see the image behind it again. It doesn't seem like I can select the top face of the cylinder for some reason.

Video at 1:21


r/blenderhelp • • 9h ago

Solved What's the next step of making a good model?

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5 Upvotes

I have been doing stuff in blender for like 5 months but with big gaps in between and so now i started making my own character model (and i thought stylized 3D would be cool) but i have hit a dead end of some sort since i don't know if this looks bad just because it's poorly modeled or are the materials bad? Or should i not use materials and paint the vertices? Or would good uv mapping with drawn textures work better? (but i haven't learned how to draw so it would probably be hard to make a good looking texture without any 2D experience)

So all in all i just want to know what should i focus on to make better 2D-looking 3D models.


r/blenderhelp • • 9h ago

Unsolved Is the topology okay, or could it cause problems when rigging?

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3 Upvotes

r/blenderhelp • • 9h ago

Unsolved Rigging Help - Chains

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1 Upvotes

Hello! I've been getting into game character modeling lately, and am a bit stumped on my latest project. I have a character who wears a lot of chains, and while rigging this character, I noticed the chain links break apart and get separated when I try to pose him. I'm not sure how to solve this. Does anyone know how I could fix this? I've uploaded a few images of the model, armature, and issue to a gallery on imgur.


r/blenderhelp • • 11h ago

Unsolved how should I make this face?

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8 Upvotes

I tried just cutting out the shape with the knife tool, but extruding it inwards left wierd topology because of the subdivision surface. I've heard about floaters, which could work for this, but since I'm a beginner I don't know how to make them. please help!


r/blenderhelp • • 11h ago

Unsolved What's the best way to turn this into quads?

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1 Upvotes

r/blenderhelp • • 11h ago

Unsolved Why are my renders so noisy?

3 Upvotes

Help! I keep getting noise artifacts on this render in particular regardless of the resolution (1080p), noise threshold at 0.1, samples at 1024, in cycles. What can I do to remedy this? It's not grain, but JPEG-like artifacts.


r/blenderhelp • • 12h ago

Unsolved Dark shading around openings.

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3 Upvotes

So i have this shirt I've been working on and i wanted to give it some thickness so i added a Solidify modifier, when i found those dark regions around the shirt openings. I did my tests and found out that it's probably a shading issue, as when i shaded it flat they disappeared, same result is given when disabling the Solidify modifier and keeping it shaded smooth(not auto smooth). So somehow Solidify modifier must be conflicting with the shading i just don't know why.

Note: Am not using auto smooth/smooth by angle rather i have the normal shade smooth as it seems to provide a better result.


r/blenderhelp • • 13h ago

Unsolved why is my camera so far away?

2 Upvotes

how do i bring that rectangle closer?


r/blenderhelp • • 13h ago

Unsolved What is this effect and how can I replicate it with my own model?

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1 Upvotes

r/blenderhelp • • 13h ago

Unsolved a beginner in need of help

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34 Upvotes

No I don't use Blender a lot, you can see that.

I am trying to make a little project that involves adding 3d models to a website. This CRT is one of them.

So how can I start? the cable sockets that have about 800 face in total alone? the weird stretching in the Textures? the topology that would give some of you a panic attack? (sorry in advance).

Right now I am in the stage where, I am too invested to start over, and too amatuer to find out the problems and fix it over.

and the fact it was 4AM when I did this... ain't so good.

Anyway,
ANY KIND SOUL IN THE CROWD?


r/blenderhelp • • 13h ago

Unsolved Need Help With Blender Geonodes

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2 Upvotes

Im having a massive issue with Geonodes. ive gotten so far where ive built something quite substantial and arguably quite impressive however i feel that i am stuck on the most simple thing in the world. Im treating this build as if the procedural geonodes place each and every stone in the entire temple. This means that column drums and capitals, parts of the entabature such as the architraves, triglyphs and metopes etc... are all seperate objects, without ANY overlaping between objects. This brings a problem.

Constants/Variables Used in equations shown here

  • O=Overhang of Architrave, Past The Corner Column Centre
  • T=Column/Shaft Thickness
  • S=Trighiph Scale
  • W=Column Width

Whilst working on the Entablature of my Doric-Style procedural temple (The top section with the part with the 3 vertical lines (Trygliph) etc...), ive discovered that when placing the metopes ive set them up so each metope is scaled in the x-direction perfectly with the distance between 2 triglyphs with the equation used for the metope being: (((W*T)+O)/2)-(1.25*S). However When actualy scaling the Triglyphs themselves they use teh equation: (((W*T)+O)/2*S)-(1.25). Which has a difference between eachother of 1/S. When this equation is plugged into the x node of combine x, y, z which is phugged into the scale node of the transform geoometry it works perfectly and the scale is outputted. However as soon as i try to adjust "Object Separation" so i can move the subsequent metopes in line with the triygliphs it dosent scale linearly and instead scales with the equation: 3.8222x^{3}-0.31476x^{2}+1.06833x-0.01058. Which is totaly, where x represents the trigliph scale. However this equation is totaly out of place within my system as everything else is placed within proportion of eachother in complete numbers. There are no controlled variables.

I need a way that links all of my 4 independant variables to the single dependant variable of Metope separation but i have no idea how. Ive figured everything else out about this damn model but i cant do this for some reason.

(I woudl attach a video but it dosent let me do videos and photos)

Any help is much apreciated,

Liam Thorpe


r/blenderhelp • • 14h ago

Unsolved I have feeling this is repeated question but why is blender so complicated even for basic task

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0 Upvotes

I just downloaded a blender model and opened it up ,and i just wanted to change the basic texture of the face with a different one, I wasted 30 mins + ,and I still have 0 clue what I have done in these few mins I had, saw YT videos, got even more confused ,is there any guide to this that I can use or refer which won't complicate it further

Rn my progress, opened blender - opened the mode - opened the face map - created new face map - allocated the face image to it - everything is perfect but alignment of eyes and nose is wrong compared to what texture shows location of eye and mouth

I have uploaded old image and new soft 2D image too you can see what issues are apparent


r/blenderhelp • • 15h ago

Unsolved Random seed for each scattered object in geonodes

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2 Upvotes

I made a geonode group for picking random faces from a vertex group and giving them either a lit or unlit material to have this scene be easier to make, but when i scattered the buildings i noticed that the scattered buildings of the same object all use the same seed, which makes sense but isnt how i want it. any help will be appreciated. second screenshot is the nodegroup for the random selection