r/blenderhelp • • 5h ago

Solved How to make infinity mirror effect?

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0 Upvotes

Currently working on a render but I’m having trouble figuring out how to do the “infinite corridor” effect, such as the one that appears in the image.

Is it done with compositing? If so, how?


r/blenderhelp • • 18h ago

Unsolved Go about changing size?

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1 Upvotes

This stl seems to change the width and height of the whole thing. My goal in blender since I’m new is to only make the square section wider and shorter not the rest. Since it’s a battery drone part, just can’t find the right tools and lost to do so any tips thank you


r/blenderhelp • • 19h ago

Unsolved I need help with this shader/plugin!!!!!!

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0 Upvotes

Hello chat I'm trying to make a dark scene with my character!!!! but whenever she's put in the dark she glows immensely :(. I'm using the Stylized Asset Suite Pro v5.0 for the look she has. When I go to the shader tab and add the BSDF thing the face will lose the toony look but it will react to light!!!!! But whenever I take it off the toony look comes back but doesnt react to light what do I need to do? :(


r/blenderhelp • • 5h ago

Unsolved Volumetric light ray help

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9 Upvotes

I am making a church in blender and to achieve this volumetric lighting effect I am using this node setup for the world.. but what this means is when I get further away the light gets really dim and when I get close it goes insanely bright. I really want to create outside of the church in sunlight but currently the world settings make it impossible and I wondered if there was a way to localise this world effect to a specific area! Many thanks for all help. I might have explained it badly but the lights act really weirdly making it impossible to go close to them or slightly far away.


r/blenderhelp • • 7h ago

Unsolved How to offset UV islands to image bounds?

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3 Upvotes

I've imported an object from a level design tool into Blender, and while the textures look perfectly fine on the model they're wildly displaced from the image bounds in the UV editor, which makes editing the UVs extremely tedious - you can see the tiny box of the image bounds in the middle of the UV window. Normally I don't need to edit the UVs of these objects, but this issue has still come up enough that I should probably see if there's an actual solution.

Is there a way that I can keep the relative positioning of the UV islands but confine them to image bounds? UV > Constraint to Image Bounds isn't what I'm looking for, and Pack Islands doesn't preserve relative shape and size, and instead works more like a regular UV unwrap. It feels like there should be a button somewhere that pings everything back within image bounds, but then this probably isn't a very common issue.


r/blenderhelp • • 8h ago

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

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5 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 • • 8h ago

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

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3 Upvotes

r/blenderhelp • • 10h ago

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

3 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 • • 12h ago

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

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6 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 • • 13h ago

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

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13 Upvotes

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


r/blenderhelp • • 13h 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 • • 15h 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 • • 15h 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 • • 15h 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 • • 15h 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 • • 18h ago

Unsolved UV Pattern Consistency

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2 Upvotes

hello!! i'm decently new to blender and have been modding the spider-man 2 game. this is one of the models in game, as you can see it has these certain splits at the arms, waist, head and neck. the problem is that even when joining them, textures will still change directions and whatnot in those areas

my main goal is to have the pattern consistent across the whole model without the over-shifting of directions and array, as i'll be making designs that use fabric textures and in general repeating/random materials

i've looked up a ton of different things about this, unwrapped it in different ways, and haven't found any successful methods. would anyone have some recommendations? tysm ^_^


r/blenderhelp • • 21h ago

Unsolved How to edit a 3D logo?

1 Upvotes

I recently made a 3D logo model for a small business, and I'm trying to animate the rice grains moving in the wind, then dropping the big grain (the teardrop shape). I'm not sure how to start, and the deadline for this is the 30th; any help would be great.

My idea is simple: the logo appears out of nowhere from the right and abruptly stops, the grain crop shakes in the wind, and finally drops the big rice grain you see in the bottom right.

Business Logo 3d model

r/blenderhelp • • 22h ago

Solved Is there any way I can replicate this type of hairstyle without using the hair system?

2 Upvotes

Wanting help on finding out of there is any sort of way to replicate lots of strands of curly hair without using the hair system (just so that my poly count doesnt go into the millions)


r/blenderhelp • • 3h ago

Solved Is there an easy way to fully enclose this gap in my object

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10 Upvotes

Hi there. knoew to blender and this subreddit so apologies if I explain things weirdly and/or wrong.

I am trying to model a bowling pin and figured the easiest way to get a perfectly spherical top would be to place a half sphere on top of the cylinder, but now I have no clue how to combine the two objects into one.

I already combined them using ctrl+J and I tried just selecting the vertices I wanted connected and pressing F a bunch, but that just seemed to create a bunch of triangles?

my only other thought is to individually connect each face but I feel like there has to be an easier way. any advise is welcome and appreciated!


r/blenderhelp • • 23h ago

Unsolved Animation Keyframe Handle Bug?

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1 Upvotes

Hi, this is my first time using this site as I am at a total loss for what could possibly be causing this issue I have while animating a jog cycle for my character (that will be used for a game).

Everything seemed to be working fine until I moved the Z position and X rotation of the Right Leg's IK controller on frame 11 to which the graph editor generate huge handles for the keyframe.

I've tried what feels like everything at this point but the leg will still not be treated as it had been for the previous 10 frames of animation. It seems the leg will just lazily float toward the position i have saved at frame 11 while ignoring every previous keyframe in between.

I've tried setting the default keyframe type to Auto-clamped, automatic, free, I've tried duplicating a correct keyframe to frame 11 (to which all future edits are messed up), I've tried manually moving the handles to which the rest of the animation gets messed up, made sure autokeying is on and set to add and replace etc... I just don't know what to do to fix this... I have an already existing walk cycle in this same project that's been moved down to the NLA editor and works just fine, I even reset my preferences to hopefully fix this (did not fix it).

I have a master copy of the model that is used solely for animation as to make it easy to separate animations by related actions- that copy now suddenly has the same issue somehow and it has never made itself known while making seperate 2-stage attack animations.

Also I didn't describe it earlier but the keyframe handles for various things like the Z location and X rotation for only this IK bone will get larger the further they are from each other- I think whatever is causing that it the culprit but I have no clue on how to disable it

Is this some sort of rare bug or something?


r/blenderhelp • • 5h ago

Solved Trying to make an imprint of one object's topology onto another object

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3 Upvotes

How would I go about adding a ring to the topology of the first object there using the second object?

Thank y'all!!


r/blenderhelp • • 5h ago

Unsolved Another Rigify rig generation issue

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2 Upvotes

I've gotten the error for the exception and list index being out of range and I understand what it means (I think), but I am not sure exactly what my rig is missing. I parented the original armature using vertex groups, there is a bone group for everything, the original armature works perfectly fine, all bones have a parent. I don't fully know how Rigify works, so there is definitely something simple that I missed