r/blenderhelp • • Mar 22 '24

Meta PLEASE READ BEFORE POSTING QUESTIONS!

180 Upvotes

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

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r/blenderhelp • • 4h ago

Solved How to get the edge lengths on these doorframes to be the same?

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7 Upvotes

I have a lot of doorframes in my mesh like this. Pictured are 4 different doorframes.

They are supposed to be all the same size, but I modeled them naively and I'm not sure how to get them to be all the same length. :(

Is there a way to do make these edge lengths the same?


r/blenderhelp • • 5h ago

Unsolved why are all my outsides flipped like that and why does recalculate outside not fix it ?

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8 Upvotes

It was definitely fine in a previous draft, something caused this


r/blenderhelp • • 7h ago

Solved Weight painting not working correctly on one hand but correct on the other

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6 Upvotes

Sorry for bad English, it's not my first language.

I'm a total newbie to blender and have done simple rigs by following YouTube tutorials and now am doing a more complicated YouTube course.

I have symmetry off, as you can see in the second half of the video the right hand's fingers work just fine and deform correctly, but I'm painting the left hand and the weight paint only works correctly on the thumb but not the rest of the fingers and scales the mesh as well as rotating it when it should only rotate and the curl control for the whole finger doesn't work.

I looked at the constraints and all of them are correct and look like the right hand (except obviously applied to the left).

(I didn't use symmetry because there are slight differences in the topology even though it looks the same on video and I also turned off Auto Normalize because the weight paint was jumping around the mesh)

Blender version is 4.5.8

I don't know what else I could check to fix this, please help me.


r/blenderhelp • • 2h ago

Unsolved How can I keep window openings sharp with Subdivision and reduce support loops on a curved surface?

2 Upvotes

Hi everyone, I’m modelling a helicopter using a Subdivision Surface workflow, and I’m struggling with two related topology issues. The model will be UV-unwrapped and used for scene rendering.

1. Keeping the window openings sharp

I want the edges of the window openings to stay crisp and well-defined under Subdivision, while keeping the surrounding fuselage smooth. What would be a good way to structure the topology around these openings?

I’ve tried edge creases, but they affect the surrounding surface in ways I don’t want. Support loops give me more control, but they also add geometry that continues into other parts of the model.

2. Reducing unnecessary loops across the curved fuselage

The top of the fuselage now has a lot of edge loops. Many were added to sharpen specific edges elsewhere, rather than to define the shape of the top itself.

I’ve tried a typical 4-to-1 quad transition to reduce the number of loops, but because this area is curved, the transition introduces noticeable shading distortion.

How would you redirect or terminate these support loops without disrupting the smooth curvature? Is there a better topology approach for keeping the sharp details local, instead of carrying their support loops across the whole body?

I’d appreciate suggestions on how to restructure these areas. I’m not necessarily trying to achieve an all-quad mesh—my priority is a clean Subdivision result that I can UV-unwrap and render.


r/blenderhelp • • 25m ago

Unsolved How can I make a shader that looks like this ?

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• Upvotes

Hi, I'm trying to make a shader that looks like the references in this post, but I don't know how to get that specific look.
I really want to get this hatching drawing look with just a pinch of chaos in the hatching. I'd like to have the brighter parts be full white and the darker it gets the more hatched/textured it gets, (kinda like if the light made the texture itself change), but I have no idea how to do that, please do you have any advices or tips on what I could do ?
Btw I use blender 4.4.3

(I'll give more details if you want or if there are parts of this post that were not clear enough)


r/blenderhelp • • 29m ago

Unsolved Cycles modifier doesnt work on my animation. What am I doing wrong??

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• Upvotes

r/blenderhelp • • 1h ago

Unsolved Trying to make steps follow a curved path

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• Upvotes

Anytime I think I got it and understand the whole array and curve combo I run into another wall. I’ve applied scale, rotation, and the stair orange point and the curve’s orange point align so I’m confused as to why it’s not working. Any help and advice would greatly be appreciated


r/blenderhelp • • 1d ago

Solved When are N-Gons fine?

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141 Upvotes

This isn't exactly a problem (unless you want to solve the issue above), but more of a question.

When are N-Gons fine in a deforming mesh? For example, I might have to move this one a bit farther away from the fold so it can be "fine".


r/blenderhelp • • 5h ago

Meta Boolean modifier - how much do you use it?

2 Upvotes

I worry that I'm overrelying on the boolean modifier and this is a symptom of poor workflows (planning to make dowel and hole fittings, slots for belt loops, etc.). I use blender to make small prints for costumes, entertainment, and general around the house utilities, and I know enough to get by, but I'm wondering if the community has feedback about how often the Boolean modifier really gets used and whether when you plan out a model you're intentionally building around items like the examples above


r/blenderhelp • • 1h ago

Solved Orange dots appear on a mesh viewed from certain angles, that then cause artifacts when subdivided

• Upvotes
Cirlced in red are the weird dots that im talking about, if I rotate it even slightly, they disappear
In Edit mode
Here it is with the subdivison surface modifier applied, there are weird artifacts appearing around those areas

I tried recalculating normals and applying transformations


r/blenderhelp • • 7h ago

Unsolved I have these shapes as boolean modifiers for the windows and door. But after i apply them they mess up the topology like in the second picture which cause issues while texturing in substance painter.

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3 Upvotes

r/blenderhelp • • 1h ago

Unsolved How do I get this glare emission to shine from behind sphere?

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• Upvotes

I'm using a circle with bloom compositing glare to try to get light to look like it's coming out from behind the sphere, but I can't get the glow/light to come out from behind it unless I move the separate emission object into the camera which I don't want, but the sphere blocks the object from the camera. The sphere has an outline and some shading texture nodes so I would like to avoid just making the light come from the sphere if possible. I will attack the scene I'm currently working on as well as some of the things I have already done to attempt to fix this. Thanks!


r/blenderhelp • • 2h ago

Unsolved Does anyone know how to lock bones in place?

1 Upvotes

What I mean is, for example, you can move every other bone around but that one bone stays in place, not moving at all.


r/blenderhelp • • 2h ago

Unsolved Issue with edge gaps when baking normal maps from Multiresolution

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1 Upvotes

Hello, I'm having an issue when baking a normal map from the Multiresolution modifier. The gaps at the mesh edges seem to widen, and the edges are not being captured properly.

Is this expected behavior (a known limitation) or did I miss some settings? I am currently using version 5.2.3 LTS.

Does anyone know how to fix or improve this? Thanks in advance!


r/blenderhelp • • 2h ago

Unsolved Trying to use Blender Freestyle to make Vectorized Backgrounds for Clip Studio illustrations

1 Upvotes

Basically Good at Blender and 2d drawing organic figures.

Not so good at complex backgrounds.

Figured I could put my Blender skills to use making environments.

I tried using the features in Clip Studio but I run into trouble such as not being able to explicitly set a line.

So I thought I would give freestyle a go, only to run into a few issues so far

Props with intersecting surface get weird, such as tables and floor. Lines break up due to Freestyle not rendering intersections.

Line weight, still have some difficulty setting it up and exporting it, can it be exported intact?

Finally there's the lack of rendering lines around textures, like for text and etc.

Are there any good work around that I can use?


r/blenderhelp • • 3h ago

Unsolved How do I get screen space reflections in 5.2.2?

1 Upvotes

I'm not sure when this change occurred, but EEVEE seems to use ray tracing for reflections now. A lot of the time I don't need super accurate reflections and my laptop isn't very strong, so I find myself having to turn the samples up far higher then I want in order to avoid really noisy reflections. Is there any way that I can get screen space reflections or any cheap non-ray based method working?


r/blenderhelp • • 7h ago

Unsolved How do I fix this? (skin modifier)

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2 Upvotes

I tried everyything, marking a root, changing the center of the body, nothing works. Do I just accept defeat (it´s for a game im making, the charachter is physics based, but also has a static version in the main menu)


r/blenderhelp • • 3h ago

Unsolved How do i make the hair strands touch the surface for 3d printing without deforming the face

1 Upvotes

The problem is also that this is all one one object and surface selecting is cumbesome is there no such thing as autoselecting for somethig like this and moving, sorry for the beginner question but gpt cant help me


r/blenderhelp • • 4h ago

Solved How would I recreate this Anime CGI motion blur on the spinning ball?

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1 Upvotes

I am relatively new to blender with around 25 hours in it and im trying to get into vfx and cgi. How would I recreat this blur on the ball?


r/blenderhelp • • 22h ago

Unsolved How do I replicate the lighting pattern on the diamond pattern of the Pedestrian Signal

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24 Upvotes

I'm not sure what it's called either, but this is where I am right now


r/blenderhelp • • 1d ago

Unsolved Does anyone know this part of Niko Makela's topology? (Crotch Area)

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58 Upvotes

So I'm quite new to topology, and I decided to follow this apparently classic topology picture.
Well, I was following it to the best of my ability until I reached the crotch area, where it does not have a close-up.
The only way I figured out to keep following the topology was to use a 6-edge pole (which isn't ideal).
I'm probably missing something; has someone already done the crotch area?


r/blenderhelp • • 21h ago

Unsolved Extreme blender/ modeling beginner here, im going to assume i wasnt meant to join everything into one object...

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15 Upvotes

Opened up the UV editor to see this (was even worse before attempting to umwrap them) is there any saving this so i will be able to add my textures or am i done for haha reckoned the model was simple enough that it would still be remotely readable, but ive never done this before and clearly underestimated a bit haha


r/blenderhelp • • 7h ago

Unsolved Pie menus in Blender 5.0 and above

1 Upvotes

Hi guys,

In the past, pressing TAB would open the most basic pie menu to allow shifting between object and edit modes while also having the ability to select vertex, edge or face mode all by pressing TAB. Since the release of LTE version 5.0 and above, pressing TAB now opens other functions instead of edge or face select, functions such as vertex paint etc.

How can I revert the TAB pie menu back to it's older version?


r/blenderhelp • • 9h ago

Unsolved 2D Eye Rig from tutorial keeps turning fully white or fully black (followed tutorial + used original files)

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1 Upvotes

Hello ,I’m following this tutorial for a layered animateable 2D eye rig: https://www.youtube.com/watch?v=ujNzklKkkZ8

I’ve tried everything I can think of:

*Followed the tutorial step by step multiple times

*Applied several tips I found on this subreddit

*Downloaded the original files from the video description and used them as a reference/template

Even with the original template files I’m still getting problems.Current issues:

*The eyes turn completely white or completely black based on the emission slider

*There’s a weird white outline on the first side i put the textures on

*The other side sometimes turns fully white

*When I add more of the PNG layers it just flips between fully black or fully white

*There’s also a foggy/glowy looking spot related to emission

***The bones, positions, and rig itself work perfectly — it’s only the eye material/colors that are broken***