/r/blenderhelp
For help with problems with Blender 3D Software, check out our rules before posting questions. Alternatives for help: https://blenderartists.org/c/support & https://blender.stackexchange.com/
Help and questions for Blender, a great, open source, free 3D application.
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1) Try by yourself first!
Try to find a solution by looking it up online – most issues can be resolved this way!
Doing your own research will save everyone time, and help you learn faster!
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Describe your goals in detail. Explain what you've already tried and what went wrong. Add reference images if needed. Try adding a link to file so helpers can investigate issues you wouldn't know to. If you link a video, provide a time stamp.
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If you are sure you are doing everything correctly, but Blender is crashing, freezing, corrupting your files, etc – this is a bug. Make sure you are running the latest version - it might have the fix!
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Other places to ask
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How to add detail
To take an uncropped screen capture of your active Blender window in Windows, hit alt + print screen. You can paste this image directly into many image hosts like Imgur.
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Related Subreddits
Subreddit under construction, and new moderation.
Thanks to /u/flargus for starting this sub.
Thanks to /u/Gazpachian for the header!
/r/blenderhelp
I was super proud to be able to model this myself (i am a total noob)
I gave part of the boosterpack cloth simulation and put cards in it.
I tried to make a „rip open“ Animation with the cards coming out of the pack and the pack is open and it wiggles a bit (like foil)
(I want to use the Animation as a GLTF/GLB in three.js afterwards)
https://youtu.be/Q9z1znL3XOs?feature=shared
I would like to create a shape with semi circles inscribed. Is there any way I can do something similar with any curve in blender?
Looking for any solution. Is it possible in any way at all?
In my case I have a grease pencil object with a very simple piece of geometry generated by using fill curve node. It is a simple hand drawn silhouette shape, a filled closed curve basically. I also tried this with a mesh generated by distributing points on surface > generating volume > volume to mesh geometry. I need to convert this object into a regular editable mesh.
Trying to convert a grease pencil object into a mesh results in an empty mesh object.
It doesn't let you get a mesh object by applying the geometry node modifier. (“Evaluated geometry from modifier does not contain grease pencil geometry” )
I’ve tried a workaround method of creating a separate mesh object and retrieving geometry data through another geometry node modifier attached to this new mesh object. It seems to retrieve the mesh data from the grease pencil object visually, but you can’t apply the modifier. Error message says “Evaluated geometry from modifier does not contain a mesh”. Trying to convert this object into a mesh results in just an empty mesh. Applying Visual Geometry to Mesh and Make Instances Real doesn’t work either.
I'm desperate for now.
https://reddit.com/link/1hb9s3l/video/w0r3u9s1n26e1/player
Adding hair from an empty hair from curves. It works fine on a new object but the videos i've seen on youtube show that their hair systems don't do this. What can i do?
I following this tutorial: https://www.youtube.com/watch?v=BtUDs6sxgaw&t=112s
and it's asking to put a musgrave texture node
Hi! I've started work on my first non-tutorial blender project, but I have quite a lot of tris and N-gons. Are there any ways to turn them into quads?
Sorry, I'm very new to this
I'm new to the "world of 3D modeling" and I don't really know how to use these programs, I watched a basic tutorial on how to model, but whenever the guy went to texture the model it seemed so simple, I just can't do it right, now that when I paint at a specific point, a large part of the model paints itself with the same color, besides, I didn't want to use the brush on the 3d model directly, as I saw in some places they made a separate texture file. I would really like it if you guys could help me solve my problem, it's probably something silly and I'm too stupid for that :/
How can I setup compositing in order to obtain 4 images of my model in this rotation? I am awful in compositing 😭
This is my first time using hair in blender. Im just trying to make simple grass that changes color/length as its touched by an object. I got off to a decent start and get the length interaction to work, but I've hit a roadblock trying to use the Dynamic Paint tool on the plain the hair is growing from. Iv setup the canvas and brush successfully, and baked out the required frames, and i can see the vertex color being changed over time in the viewport. I used a color attribute in my shader to bring in the vertex group where the color is being set, and i can see it updating in cycles as i scrub the timeline. However, when piping this vertex color into a shader, the hair colors are NOT updated. Only the plain the hair grows from inherits the color.
I know this is not a limitation of the hair system, as i can put an animated noise texture into the color and srcub the timline, and cycles updates the hair colors. So its something about using an animated vertex paint, or so it would seem.
Iv tried googling but Im not finding anything helpful, as i guess animating hair color is not a common task? Perhaps someone has some suggestions or can point me to a resource I've overlooked to help me set this up correctly?
Happy to provide more details if I've omitted anything that would help to understand the problem. Thanks.
I have very little experience in UV mapping aside from marking seams and unwrapping stuff. At the moment i've got a model i've taken from a game, and in the process of moving it and rigging it I must have deleted some vertices and broken the UV map. Now I've got vertices stretched like spaghetti and I haven't got the foggiest Idea what has happened. What might have happened here? And what would I need to know to fix it?
TLDR: My current workflow is : creation of an highpoly sculpt (human body) with the mouth/nose/ear holes present --> retopologize the model --> bake from high to low. There are a lot of things that I don't like (distortion with the normal/cavities map - posing issues since I have to keep my sculpt always with the mouth open - retopology nightmare - curiosity). Is there any other method to create the inside of a body without going with this workflow?
Hello,
I have a question regarding some issue i'm facing currently with the sculpting of human body.
I'm training to recreate a fully rigged human body, looking for the perfect match between reality (realism of the human body) and low vertices count (for animation purposes).
The current issue that i'm facing are the "holes" that humans have. The mouth of my models will eventually open to animate dialogue thus i need to create the inside of a mouth, for aesthetic purposes other cavities would be the one of the nostrils of the nose and the ear.
I'm currently sculpting the high poly with the holes (an open mouth to make the inside of it // Using the draw brush to create cavities for the nose and the ear) and then i'm retopologizing it, baking the high details onto the poly.
Other than the fact that retopologizing the inside of things like the lips is a fucking nightmare, the normal/cavities map present some distortion and, in addition, I can't really judge my final result for my model because posing them with the mouth open is a bit horrible and (for me) it's hard to judge if i did the lips shape correctly / the facial muscle for that particular movement.
I'm not a pro by any means so i'm not aware of the best practicies for it.
Is my workflow correct? It's possible to recreate the inside of the body only in the low poly after retopo or it will lead to others distortions?
I've attached some images that show the distortion and the current end face I end up with.
Thank you for your time, If something isn't clear feel free to ask away.
Hello, so i was trying to bake a normal map from my sculpt to my low-poly retopology. but for some reason its not working, I checked the face orientation, selected the high-poly model then the low-poly, selected the image but nothing happens, it created a blank map? if anyone can help please🙏
So I am working on a building and I add a paint like texture to it, as I am working on it I realise that one face hasn't got the texture but no matter what I do including deleting the texture and the face or copying the texture has helped. The texture works just fine if it's not in displacement but the second I put in in displacement it disappears. Help!
I am using Blender on Chromebook/Linux and I can't access my downloads I have a .stl file I need to import to print for my science fair project but I can't
I'm mostly there, but some vertices aren't actually affected by the texture, and so the face is not being selected. I need a way to select a face that has any sort of texture on it, not just the points.
Is there a way in Blender 4.3 to parent a Grease Pencil layer to a bone so that it doesn't move? In Blender 4.2, this could be done without any issues as long as the Grease Pencil object and armature had their transformations applied. However, in Blender 4.3, something seems to have changed. When I add a bone as the parent of a layer, it alters the layer's translation and rotation. It seems that each layer and each bone are now treated as separate objects, with their transformations being taken into account. I can't find an option to keep these transformations.
Hi everyone ! While looking at some tutorials on creating ps1 style graphics, I came across two ways of texturing object :
The first one was to fit the entire texture model into a single image, and then painting the reference picture image to the model as shown in this video : https://youtu.be/ULLzXXk2Nh4?t=3323
The second one was to using the reference picture image itself as the texture : https://youtu.be/2kWle4Bt7Uk?list=PLqTOp-HU-anW2Khhm_C2NCR_f0BaDEcUk&t=345
My question is to know if whether I should use one method or the other, and if there are major difference between the two.
I'm still a begginner and I don't know how should I approach texturing.
Thank you all for your time !
PS : Apologize my poor english
Hello!
I'm trying to recreate the fire effect from a scene in Arcane (linked below). The way the fire twirls and flows so beautifully fluid makes me think it must be a simulation. However, I'm struggling to achieve the hard "anime cel" shading style in my fire sim, likely because it's a volume.
Is there a way to achieve this look? Should I approach it differently, maybe by using Geometry Nodes or should i try a completely different method? Perhaps i was on the right track, perhaps this can be done more simply with a fire simulation and some creative shader work?
I've been searching for a while but haven’t found any solution, so I thought I’d ask here for advice.
Any help is much appriciated!
Hi all,
I'm creating a low poly 3D character with modular body parts - including heads - and I want to make optional face scars. However, since the heads will be changable I'm not sure what the best way to do this is. I could make separate heads with the scars, though I think that would complicate matters when it comes to changing skin tones and such. would blend shapes be good for this instead? I'd love to some advice please if anyone would be so kind :)
Attempting to export a model from B4.3 to GLTF2.0 currently and receiving nothing but errors or blank missing results when attempting to view the exported file.
Any advice on the below would be gratefully received!
I originally joined all elements of the mesh so that I was only trying to export a single mesh model, however as I have some objects with more than one material slot used, I have split mesh by material to simplify.
Now selecting all objects before attempting export:
I have used uv textures with a mix shader into the principle shader, would this affect the export?
Some materials are procedural, would this be an issue?
When exporting, options are limited to those below: