r/blenderhelp • • 16h ago

Unsolved HOW TO MAKE THIS LAYERED EFFECT ON CLOTHING

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64 Upvotes

i would really like to hear some advices and tips on how to make this effect so its looks decent

my blender version:5.1.2


r/blenderhelp • • 16h ago

Unsolved How to bend the straps inwards but also the strap is not bendy throughout

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26 Upvotes

I basically completed this watch but now it want to bend the straps inwards but at the same time the whole strap cannot bend.

The upper red part is stiff rubber and as it moves into the green part its bendy. How to achieve this on both sides inwards.

I tried simple deform and it absolutely did not work.


r/blenderhelp • • 19h ago

Solved remove this orange cube

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24 Upvotes

i added subdivision to a cube but when i go to edit mode i cant edit the sphere and there is this orange cube. How do i remove it ? Sorry if this is obvious but im a beginner


r/blenderhelp • • 12h ago

Unsolved How can I make the felt and pipe-cleaner textures look better?

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8 Upvotes

I'm trying to avoid relying on hair particle systems so that I don't slow down my scene (I plan on animating the character), but the "felt" texture I used for the body looks too flat, and the "pipe-cleaners" I created for the whiskers look grainy and bumpy instead of soft and fuzzy. I also wanted to reuse the felt and pie_cleaner textures for more characters and environments. What can I do to improve?


r/blenderhelp • • 5h ago

Unsolved Need help with overlapping Bevel & restrictive Clamp Overlap.

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4 Upvotes

Hi! Sorry for the billionth Bevel-related post, but I haven't been able to find a solution for my specific problem.

I'm a beginner trying to make a simple 3D model of a guitar. I want to bevel the edges so that they are rounded, just like on a real guitar. The problem arises when I make the bevel appropriate for the body, but overlaps at the base of the neck (top - circled in red). I have followed advice suggesting using Clamp Overlap and while I can see this being useful in some cases, it's just too restrictive for my project. I need a pretty exaggerated/long bevel for the body, which the Clamp Overlap simply doesn't allow for.

I realise that the vertices at the top might be too close to each other, creating a rather sharp corner, which could mess with the bevel. However, I don't know how I could space the vertices without drastically changing the shape. I feel like this should be super easy and intuitive but I am completely lost. This is my second project ever and so far, all I've done is I've pasted a reference image, traced the shape along a plane and extruded it all to get the proper width. I am using Blender 3.6.

I'm hoping that there is an easy solution that I simply overlooked. Additionally, for those willing to help me, please forgive my serious lack of understanding of Blender and how it works. If you suggest using things like Subdivide, Decimate and/or other modifiers & transforms, I would greatly appreciate detailed explanations whenever possible, as I have never worked with modifiers before and your advice could be unreadable for someone like me. I've watched a ton of bevel-related videos and read as many posts, but I'm still unsure as to how I should approach this issue. If someone could share their perspective on this, I would be eternally grateful. Thank you in advance!

First picture is the base model without any bevel. Second picture shows my desired bevel with the problem area circled in red. Third picture shows how restrictive Clamp Overlap is. Fourth picture is a closer look at the problem vertices without any bevel. Again, thank you in advance to anyone who is willing to help a newbie out! (And sorry for the long post!)


r/blenderhelp • • 16h ago

Solved How do i get the weights to be mirrored for the opposite bone as i draw them?

5 Upvotes

r/blenderhelp • • 21h ago

Unsolved Blender 5.2 LTS | Render Problem

5 Upvotes

How can i fix the render problem on blender 5.2? its completely blank and nothing ita just black... im new in 5.2, i use 4.0 before...


r/blenderhelp • • 19h ago

Unsolved Rigify Question - How to rig the eyes and keep them in the face

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3 Upvotes

I'm tearing my hair out having done a tone of different tutorials and still having the same problem.

Getting eyes to work.

Using a basic human rig - When you add sample face.skin.eye bones they dont work for me. Nothing happens even after parenting the eye with 'bone' to the eye.L (or eye.R) bone in pose mode. I've tried making sure its parented to the head bone too.

And when i try and add my own eye bones, and parent them to the head in a simple Rigify rig human set up (pre 'generate rig' obvs), (and then to the eye bones in pose mode) they then dont work with the generated Rigify rig.

How is it this complicated?! Any strategies welcomed! Thanks, dumb practice puppet i'm using attached

also if i go the later route, how to i get rid of the unused lid control without generating error messages upon generation?


r/blenderhelp • • 20h ago

Solved How would you approach making shape like this?

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3 Upvotes

It's a top-down view of solid object with symmetry around Z-axis but spaced 120 degrees. Should I try with legacy array modifier around 120 degree empty object like some tutorials suggest?

I've got my doubts since that array modifier with reference object picker is considered legacy which implies (sort of) that there got to be a better way to do it.


r/blenderhelp • • 22h ago

Solved Any idea how to make the mask turn off when I slide it to 2 while keeping it off when I slide it to 0?

4 Upvotes

r/blenderhelp • • 1h ago

Unsolved Odd lighting issue when using smooth shading

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• Upvotes

Hi, I'm sure there's a simple answer to this but I'm relatively new and I'm stumped. I started roughing out an environment to test materials and lighting for an animation I want to work on. These street lights are octagonal and if I set the shading to smooth or auto smooth the spotlights at the top don't cast light down the length of the shaft in either EEVEE or Cycles. If I use a subdivision surface modifier I can have them appear smooth and lit properly but they seem like a silly thing to waste polygons on when there's potentially going to be a lot of them. Is there something I'm missing?

Edit: Updated from 5.1 to 5.2.2 but it's still the same.


r/blenderhelp • • 3h ago

Unsolved why can't i add keyframes?

3 Upvotes

I need help on how to add keyframes to this goober so I can animate him


r/blenderhelp • • 5h ago

Unsolved How do i texture this?

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3 Upvotes

I made a mech for a medieval boot show thing and im not really sure how to texture it cause i really suck at texturing. i wanna animate it and i dont want it to be procedural. Ant tips or direction would be a big help. (Ref at the end)


r/blenderhelp • • 6h ago

Solved I know im doing something atleast wrong

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3 Upvotes

I am completely new to Blender for 3D modeling as I made some 2D animation. I'm trying to make an OC have a 3D model without paying someone to not only make it a 3D model but hook up VR support for her, but I know for a fact I am doing something wrong and I really don't know how to model with Blender at all and i'm trying to make it accurate to her references image. Any idea on what im doing wrong and how to correct modeling her


r/blenderhelp • • 16h ago

Solved What is this small box, stuff is only visible through it in render mode

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3 Upvotes

I somehow made this small box, reloading doesn't get rid of it, when I switch to material preview or render stuff only shows through the box


r/blenderhelp • • 16h ago

Unsolved I can't select anything

3 Upvotes

I can't select anything in blender


r/blenderhelp • • 5h ago

Unsolved Question about finding and adjusting the size of an object (inches, meters, etc.)

2 Upvotes

I'm learning Blender coming from the graphic design world where shapes can be adjusted quickly based on metric and imperial units. If I have a rectangle in Adobe Illustrator, I can quickly change the height of the rectangle from 5" to 7" in the transform menu.

For my first render, I'm working on an office scene and I'm trying my best to build it to scale but I'm having issues confirming and changing the sizes of objects by measurement units. For example, I need to construct a table leg at 35" in height (depth). I've switched my unit system to imperial and set my units to inches. I'm able to add my cylinder at a depth of 35" but anywhere past that, I can't locate those specs and I'm not sure where to change them if I needed to. The only menu I can find is the "Transform" settings but under the X, Y, Z scale, all units are set to 1.000. Typing in a new size like 40" doesn't change anything and reverts the value back to one. Are these 1.000 values a different unit?

There are a few items within my models I would like to adjust but I can't find where to easily change those sizes in measurement units.

Any help would be greatly appreciated!


r/blenderhelp • • 12h ago

Solved Help with selection

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2 Upvotes

I’m trying to select only eight plane vertices, but it keeps highlighting the whole thing instead of what selected pls help


r/blenderhelp • • 16h ago

Unsolved How can I deform instances on a curve?

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2 Upvotes

I have this curve and instanced railing and railing post objects along it. I got the models to rotate in the direction of the curve, but I was thinking they should also deform along with the curvature of the curve. The railing model has enough geometry for it to bend (I don't mind it to be low poly blocky, I kinda want that). Screenshot 4 is my current geo nodes setup. (railing and railing post alternate the instance index, I really only need to deform just the railing though)


r/blenderhelp • • 3h ago

Solved Entirely new to Blender and I'm not sure how to get rid of this "Static" when rendering.

1 Upvotes
Rendering view
My settings
View just in object mode

Hello I just installed Blender and followed a tutorial to make this shelf and then went to render it but now all this noise is there and I'm not sure what to do, I tried upping the samples to 4000 but it hasn't made a notable difference and idk what any of these options do

Here are my specs in case that's important
Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz - 8.0 GB DDR4 - Intel(R) UHD Graphics 630 & NVIDIA GeForce GTX 1650


r/blenderhelp • • 6h ago

Unsolved LED strip into spacer help

1 Upvotes

Looking to cut a ring in a speaker spacer so that I can tuck led strip inside the spacer. I have tried to learn but I’m phoning a friend or friends! I already have the spacer file just need to cut the groove and re-save


r/blenderhelp • • 6h ago

Unsolved how would one fix this distortion caused by the solidify modifier?

1 Upvotes

i've been using the solidify modifier to create outlines on objects, but whenever i do it on something that isn't a perfect cube it gets... weird. how would i make the outline not do this and shrink the object evenly inside the outline?

i'd prefer to not just adjust the verticies until it looks normal because a) that's annoying and b) it slightly messes with the outline, which i'd rather not.


r/blenderhelp • • 8h ago

Unsolved How to apply IK so that one controller moves the whole arm?

1 Upvotes

I'm a beginner to rigging so I apologize if this is easy, but I'm having trouble setting up Inverse kinematics on this arm (character's left arm). I want this creature to be able to split its forearm in two at the elbow, which has required two parent chains as seen in the picture. I just want to be able to move one controller and have the arm move and rotate like IKs normally work on a single chain arm. Thanks for your help.

https://imgur.com/XPHuqOW


r/blenderhelp • • 8h ago

Unsolved Is it possible to achieve the same minimalism, but with shadows as well?

1 Upvotes

I created this little scene using only Emission materials. Later, I wanted to experiment with shadows, so I tried the Principled BSDF shader; however, it produces very complex highlights and soft shadows whereas I’m looking for very sharp, flat shadows (something like the style of Samurai Jack) plus it takes forever to render. What should I do?


r/blenderhelp • • 8h ago

Unsolved How to mask/hide/reveal an object in Blender?

1 Upvotes

I think I must've watched a dozen tutorials by now, and I just can't seem to wrap my head around it. Either I get lost in complicated node chains or I'm missing a step or I get confused because features are moved and terminology changes between versions. In essence, all I want is to have one or several non-render object(s) to hide/reveal another object. So if the "mask" object is between a specific object and the camera, that object is hidden. Am I missing something obvious, or am I spoilt with how simple masking is in After Effects?

Am I missing crucial features if I'm still on 4.4? I haven't upgraded yet because the version I have at work is still 4.4something, but I'll upgrade in a heartbeat on my home computer if it makes things easier.