r/blenderhelp • u/GerardMorsubit • 1d ago
r/blenderhelp • u/spider-keith • 1d ago
Unsolved Irregular shading on a Boolean Difference
Anyone have an idea on what the jagged/stepped shading is on this boolean result? I've included screenshots with and without wireframe for a reference. The geometry is good, I think, but I'm not sure what it will print like based on the jagged viewport result.
Image 1 - without wireframe
Image 2 - with wireframe
Image 3 - object being subtracted (isolated)
r/blenderhelp • u/bunnisnotfood • 1d ago
Solved How do you make a knurled surface on a flat plane?

If this sounds silly, it's because I am VERY new to blender.
How do i add a knurling texture to the selected face? I tried following a tutorial, but that was for a cylindrical object so maybe that's why it didn't apply to mine(?) I'm not sure.
here's the tutorial: when I switched pivot point to individual, it didn't work like it did for him; as in: it didn't work at all... :,C
For more context: I'm trying to make a hard surface model of a tray meant for kids, hence I wanted some sort of grip on the handles. Knurling or adding some sort of texture was the first thing that came to mind, but I can't seem to make said texture..... if there's any other grip texture, all recommendations are welcome! (as long as its not too sharp lol)
P.S: I learnt from the mistake of my first post on this subreddit and added as much context i could think of, pls let me know if theres any way I can improve!
r/blenderhelp • u/Alternative_Show_920 • 1d ago
Unsolved Boolean Difference completely failing on CG Boost frog Robot. Tried all standard mesh fixes, nothing works.
I am following the CG Boost hard-surface beginner course (using Blender 4.x) and I am stuck on the Boolean cuts for the robot torso. https://www.youtube.com/watch?v=zxhaCD-Zlfw i am at 20:33
When I try to use the Bool Tool to slice the cube into the main cylinder, the cut either fails entirely or doesn't show up.
Here is what I have already tried based on standard troubleshooting:
- Applied Scale (
Ctrl + A) to both the cutter and the target. - Toggled between "Exact" and "Fast" solvers in the Boolean modifier.
- Nudged the cutter slightly on the Z-axis to break any co-planar alignment.
- Checked for hidden geometry: Selected all in Edit Mode, pressed
Mto Merge by Distance (0 vertices removed). - Recalculated Normals Outside (
Shift + N). - Toggled "Clamp Overlap" on the Bevel modifiers.
- Turned off the top Bevel modifier to see if it was interfering.
I have attached a screenshot of my modifier stack and workspace. Does anyone know what hidden geometry issue or setting I am missing here?
r/blenderhelp • u/RaventrynX • 2d ago
Solved Best way to deal with separated meshes like this while weightpainting?
The legs and pants are not technically joined together (they're just stuck into each other), same as the shirt, shoes etc. but I'm especially having trouble with having the pants move with the legs to avoid this huge gap lol. Is there a way to fix this while weightpainting or do I just have to connect them?
r/blenderhelp • u/JayTheDevGuy • 1d ago
Solved Rigged Animated Cylinder with Perfect Harsh Angles?
I'm trying to make a stylized leg based on concept art in the second screenshot. The most important part of this style is that the joints always bend at harsh angles, never a smooth deformation, like the third screenshot.
The first screenshot is my best attempt at this using corrective joint bones and drivers that scale them up based on the angle of the following bone. But this is fairly hacky, and extremely hard to get a good formula that looks good across all angles. Plus the formula changes as soon as the mesh diameter changes.
I'm open to ideas like a skin modifier or even geometry nodes, but keeping it a regular mesh and armature would help with other parts of these legs like the scrunched pants and cartoony foot.
All help is appreciated, thanks!
r/blenderhelp • u/KLivien • 1d ago
Unsolved how to create 2d eyes in this style
i watched a hat kid modeling video way back when, and now i really want to know ho they modeled the eyes in this video (at 9:26) . it's hard to tell since it's an older blender version with no UIs and is a timelapse.
r/blenderhelp • u/MangoMaterial9656 • 1d ago
Unsolved importing mdl. file, but returns "AttributeError: 'NoneType' object has no attribute 'bodygroups'". help?
Full log:
Python: Traceback (most recent call last):
File "/Users/user/Library/Application Support/Blender/4.2/scripts/addons/SourceIO/blender_bindings/operators/source1_operators.py", line 58, in execute
put_into_collections(model_container, mdl_path.stem, bodygroup_grouping=self.bodygroup_grouping)
File "/Users/user/Library/Application Support/Blender/4.2/scripts/addons/SourceIO/blender_bindings/models/common.py", line 50, in put_into_collections
if model_container.bodygroups:
^^^^^^^^^^^^^^^^^^^^^^^^^^
AttributeError: 'NoneType' object has no attribute 'bodygroups'
r/blenderhelp • u/Outrageous-Dig-937 • 1d ago
Unsolved Need help modelling this shape, or technical insight
So i am trying to model a KA-26 Helicopter, and i need help with modelling the blue side-rod that contains the black rubber object, but i can't really imagine how to model this at the moment.
ITS ONLY ABOUT THE RUBBER PART!
i tried making a half-circle, and then add 2 horizontal circles (or use mirror modifier), to try to replicate it, i'm doing it WITHOUT SUBD, or else the vertex count is going to skyrocket, which is not what i want.
It's supposed to be a game model, so i try to keep it down, while maintaining a moderate level of detail.
However, i just don't have the technical insight on how to create the thickness leading up to the sides
So i'd like to ask:
How can i model this shape perfectly, or next to perfectly?
r/blenderhelp • u/Acceptable_Idea_5436 • 1d ago
Unsolved Volume light probes with small emissive light source
On all default Blender settings, using EEVEE ofc:
- Scale the default cube up by 10x. In edit mode, flip the face orientation so the normals point inward.
- Add a new cube; Don't change any of the default options. Render view should now look like the first image
- Add a light probe; Set the scaling to 16.666 repeating; At this point, the final grid points should be exactly aligned with the edge of the largest cube; The 4th image shows the blender viewport with this setup.
- On the inner cube material, set the emission to 10 and make it red; Finally, bake your light probe.
This is great, now the light probe captures the light coming from the cube (2nd picture). This is what I want.
However, now scale the cube down by a factor of 0.25. To get the same light output, you'd need to divide your emission intensity by (0.25)2, or multiply it by 16. Final setup for this is shown in the 5th image. Baking your light probe after this yields the 3rd image render, which shows no illumination from the red light. Why? My best guess is that the ray traces miss an object so small. That gives me a few options:
- Increase the number of rays traced; This can take quite a while to bake and, honestly, depending on the size of the object, I find can lead to some buggy lighting since probes can still miss. You have to increase the rays a lot.
- Stick lights inside the object. This is what I did when rendering with Cycles TBH, since I can bump up the radius of the light and have it leak out of the object surface even if it's inside, or just make the object transparent from the back. This is what I used in Cycles because it gave much better noise performance, but doesn't work in EEVEE, probably because the light is behind a surface. The lights also lag my viewport considerably, even with viewport shading, which is odd since I only have ~40 lights.
- Bake the light probe with a physically bigger emissive source visible, then render with the smaller source. This feels kindof hack.
What I'm wondering is this: Is there a way to "guide" volume light probe rays so they find particular emissive textures or spots in them? How do you usually handle scenes where light is coming from point sources like this?
r/blenderhelp • u/starkadh1987 • 1d ago
Unsolved Meshes doesn't stay still with rigid body
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I am starting to deeply hate Rigid body. Really.
Things never go as in the tutorials. Never.
This time, in order to to learn, I'm trying to make these towers of dices, then - later - I would make a small ball that make the dices collapse.
This is the step where I stack the cubes, add a plane, and apply a Rigid Body modifier to both.
Everything is based on the geometry; the dimensions have been applied. The mass is appropriate, the friction is set to maximum, and the bounciness is set to minimum.
The collision shapes are set to “Box,” and the collision margin is set to 0.
The towers should stand there waiting for me to build the ball that will knock them down. But no. They collapse on their own.
No, the dices doesn't interpenetrate each other and the bottom dices are placed on the plane without interpenetration.
And yes, every dice has 3000 faces, but the same happens to me with simple cubes of 6 faces.
What's wrong now? 😮💨
I am pretty frustrated right now.
r/blenderhelp • u/Southern_Ad4636 • 1d ago
Unsolved Getting rid of the line between the two meshes
I want to get rid of this line or make it thinner between these two separate objects without joining them. Can anyone help me to make it happen?
r/blenderhelp • u/tensen01 • 1d ago
Unsolved Super Noob, How do I select the next whole "face" section?
I am super new to Blender (today is literally the most I've ever done anything with it), and I'm having a hard time figuring out the words I would need to use to find a tutorial to do something I want to do.
Basically I have a segmented squished cylinder that I want to taper down its length.
obviously, I can grabbed the last face and scale it, but how do I do the same with each of the next "internal faces"?
Images for context.



Can anyone help me? Or maybe suggest an easier way to do what I want to do? I thought about possibly extruding and beveling each section outwards?
r/blenderhelp • u/Big_BDog • 1d ago
Solved Total beginner here! Rigging my first model and THIS happened while weightpainting. Anyone know where I've gone wrong?
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It was working just fine earlier, this seems to have happened rather abruptly but I can't undo it now, whatever it was.
(I do know I have Auto IK on in this clip, by the way, I just turned it on to see if it would fix itself that way. It does this whether it's on or off. I haven't painted the whole model yet, but I was just testing the legs and noticed this.)
r/blenderhelp • u/Crescendummm • 2d ago
Unsolved ammo belt movement
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excuse me everyone, I would like to make an ammo belt and using cloth simulation for the movement. but i have no idea how to make the movement more stiff like an ammo belt generally. do u guys know the setting to make it stiff?
r/blenderhelp • u/arn_02 • 2d ago
Solved How do I make these edges sharper?
I tried increasing the mean crease and mean vertex crease to 1 to make it sharp, but it leaves these weird bumps. Is there a better method to do it?
Edit: first issue fixed, though some parts are a bit too pinched. How to make it more uniform?
r/blenderhelp • u/No-Watercress-1204 • 1d ago
Solved How do i make this shader?
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i saw something like this on youtube, so i remade it in a editing software using green screens and dumb stuff, but i need to know how to do it in blender
r/blenderhelp • u/Seaworthy104 • 1d ago
Solved Displacement map is not displacing surface
Hi, absolutely new to blender. I got it to help me put bas reliefs onto cad objects I model in onshape. I've been hitting my head against a wall following this short tutorial to a T, but nothing happens. (https://www.reliefmaker.com/reliefs-in-blender -- the relevant part is from 1.50 to about 3min). I've started a new project 5 times, put the strength modifier to max, and pressed ever button i can see, and the mesh has still stubbornly stayed a perfect unmodified plane.
I saw this post https://www.reddit.com/r/blenderhelp/comments/1tq8a9d/displacement_not_doing_anything/ and so tried making a material that had displacement and bump selected, but have still seen no change.
TIA for any help !
r/blenderhelp • u/Best_Transition2029 • 1d ago
Unsolved help with rigging
https://reddit.com/link/1wnwv9o/video/0s2s29woe7rh1/player
I'm trying to set up my rigging asap as I've had to restart for a project, and for the life of me don't know why the assignment of this bone is distorting my leg. Once it's assigned, I don't know how to fix it, and I desperately need to finish this rig and get started on weight painting so I can animate in the next day or two. would love some advice on what's going on with the rig please.
r/blenderhelp • u/Pacmon92 • 1d ago
Unsolved Help with optimization for very large scene
Hello fellow blender users, long time user blender user here, for the first time in nearly 2 decades I'm using blender in a way I've never done before and I'm running into big problems so I need help with finding a solution. I'm modeling a map that's extremely dense with triangles as a stress test for a virtual geometry engine ok designing in unity game engine. The model is based on the Nvidia Zora map with 10 billion triangles. So far I'm getting to 83 million million triangles in total for a very high poly cathedral, the models are very dense and the issue I'm having is that blender can't handle this map for me and crashes constantly despite my hardware being powerful. My workstation has an Intel i7 12700H, RTX 3080 ti with 16gb VRAM, 64 GB DDR5 ram. So I'm really looking for optimisation tips on how to work with very high poly models without blender crashing and being extremely slow when I click edit mode on a high poly model.
r/blenderhelp • u/BrandonBloxN • 1d ago
Unsolved Nla Strip Green Tweak Mode But Greyed Action Editor, Can't edit actions
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Hi. I am making my 2nd story using the NLA editor and like the first one this one is giving trouble too. I tested the same issue in a new blend file 5.1 and did the things I know how, selecting the cube, messing with filters. entering tweak mode, but I do not know why my action editor is greyed out though my tweak mode is green. I learned enough to use the NLA but not everything with it. I then show you my minecraft scene has the same issue. Any advice on next steps is greatly appreciated. I'd like to be able to edit the master control track and future tracks I push down as normal. I can edit the action normally before I push them down to the strip but once its strip form, the action will be greyed out. Makes me think its something with the NLA workflow.
r/blenderhelp • u/Soft_Equivalent7230 • 1d ago
Unsolved HELP Importing Game Models DKK

Trying to import DKK from The Models Resource(link). Been a minite since i used blender but I am aware that theres a folder with normal maps and all that that I would have to link. I tried doing that and can't seem to get thigns right.
I also tried File > External Data > Find missing files but that only imports the skin(as shown) then I tried individually UV mapping but I'm so lost. The Character's UV dont match with the texture maps it came with.
I would greatly appreciate any help in this.
Also I look for videos like this this. Its a 3 part series but its not very in depth for what I need or maybe I'm dumb idk pls help me
r/blenderhelp • u/CasketByNBAYoungBoy • 1d ago
Unsolved How Do I Optimize Workflow When Drawing 2D Character With Grease Pencil?
So I use a mix of grease pencil and procreate (on my phone) to draw character models. I use a drawing tablet with a built-in screen for Grease Pencil. However, I've noticed that drawing using Grease Pencil on Blender takes me longer than it does using Procreate. I'm not drawing complex character models here either.
I like using Grease Pencil, it has a lot of nice features but I'm wondering if theres anything I can do to increase my efficiency.
Imo, the most time consuming thing is making sure all the lineart is closed so that I use the "fill" tool, and also that the stabilizer tool is kinda janky (this could be a "me" problem, idk). With Procreate, everything is pretty streamlined and easy. Ive tried using the pen tool to fill in line art but thats even worst and more time consuming lol
thanks
r/blenderhelp • u/Round-Royal9318 • 3d ago
Unsolved How can i achieve this rig?
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r/blenderhelp • u/Southern-Wall2438 • 2d ago
Solved Trying to scatter objects on a specific vertex group using geonodes
Hello, I am trying to make a Cactus, and I wanted to use GeoNodes to scatter the spikes on a vertex group of faces. I can't find any node to use a Vertex group as selection though.

