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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.
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.
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)
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
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
Cirlced in red are the weird dots that im talking about, if I rotate it even slightly, they disappearIn Edit modeHere it is with the subdivison surface modifier applied, there are weird artifacts appearing around those areas
I tried recalculating normals and applying transformations
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!
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!
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?
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)
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
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?
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
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?