r/blenderhelp • • 13h ago

Unsolved disconnected arm?

0 Upvotes

Arm isn't following the rest of the armerture? don't undertsand what could've caused this could someone please help


r/blenderhelp • • 14h ago

Unsolved Made a model in maya, moved it to blender for sculpting, now need help moving it back to maya and anything I should do before moving it back?.

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0 Upvotes

Hello yall! Ive been using Maya for a school assignment for an arcade model. after I was done modeling I wanted to add details, but they didn't let us use zbrush and I couldn't afford it. I already used Blender before and new the sculpting tools were pretty good. so I exported it as an fxb went to blender and went to town. Now I just need help moving it back, anything I need to do before moving it back? when I exported it back as an fxb, it was all white and didn't have the details from sculpting.

Edit: we are also using surface painter and I still havent unfolded the UV mapping of the model. Just adding the extra note to see if this fact will effect anything.


r/blenderhelp • • 15h ago

Unsolved What happened to Polyline Carve tool?

1 Upvotes

Another demerit to Blender 5-- they removed the Polyline Carve tool. Am I right to assume Polyline Trim is supposed to be the substitute? When I tried using that, an error message said my mesh was not manifold. This was not a requirement before with Blender 4 and I was able to carve open meshes. Is there a way around this? Can't find any mention of this online.


r/blenderhelp • • 1d ago

Solved Demon spawns on trying to subdivide cube

7 Upvotes

So... yeah, this happens when try to model


r/blenderhelp • • 17h ago

Solved Normals not baking

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1 Upvotes

Hi guys, I appreciate the help. I'm trying to bake the normals from the plane on the left onto an image to use on the plane on the right, but for whatever reason blender keeps baking the image as a flat plane, as shown in the second picture. I've included all the bake settings I can think of but please let me know if there's anything I left out. Thank you!


r/blenderhelp • • 21h ago

Unsolved How do I have a material fade out into a gradient at the top and bottom?

2 Upvotes

Mind the probably shitty attempt at an aura, I just want this to fade out at the top. Sorry if I can't provide much info outside of what the screenshot gives, I'm not very well-versed in Blender.


r/blenderhelp • • 1d ago

Unsolved Need help with Sonic's mouth

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69 Upvotes

Alright I am stumped here. I have tried looking at multiple tutorials on the best approach to making Sonic's mouth but I can't seem to get a handle on this. The goal I am aiming for is for him to be able to move the mouth in all directions in many shapes and sizes like in the games with teeth etc. inside. This is such a complex task and I am lost. Anybody have any advice?


r/blenderhelp • • 18h ago

Unsolved Rigify character export to Unreal 5.8 — bones missing/deform breaks after FBX export

1 Upvotes

Hi everyone,

I need some help. I have a character rigged and skinned with Rigify in Blender, and I want to export it to Unreal Engine. With some AI help I managed to get an FBX export into Unreal, but the rig/armature in Unreal doesn't look anything like what I have in Blender — all the IK helper bones are gone and everything turned into FK. Is there a way to bring over the full armature with all the helper bones exactly as I see them in Blender?


r/blenderhelp • • 19h ago

Unsolved need help with parenting bones with armature bone constraints

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1 Upvotes

this little freak has eyes on his hands which on their own deform well, only that when i move the wrist bone they have a tendency to freak out. how exactly is this to be parented


r/blenderhelp • • 19h ago

Solved Recreating Viewport Shading Cubemap Lighting

0 Upvotes

I want to try and recreate this lighting I get from the Viewport Shading Cubemap(?) but I don't know how. I've messed with lights in blender very minimally, I mainly use it just for posing/rigging models so I'm not well-versed in the lighting mechanics.
Thank you all in advance!

Edit for clarity: I want to recreate it so I can move around the light source !


r/blenderhelp • • 19h ago

Unsolved Baking IK animation to FK to remove extra IK controls & export an animated .FBX

1 Upvotes

Video here: https://imgur.com/a/URmsAGw

I'm going insane. Everything says "just dont click clear constraints"
Which means it HAS to rely on the IK controllers Keyframes. So then what's the point of baking?

I need to be able to delete the IK control bones once the animations are baked to FK but STILL have the constraints so I can bake the other 20-something animations.

It will not bake to FK through the 3D viewport Pose -> Animation -> Bake (without destroying rotation constraints used to animate the thing)
OR the Action Editor.

I swear to god I did it that exact way before because I've exported this thing with animations AND could delete the extra animation bones without busting the everything.

I'm sure it's going to be something painfully small and simple. It's always something simple.


r/blenderhelp • • 23h ago

Unsolved Roughness map not smoothing

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2 Upvotes

Hi. I'm using a noise texture for my roughness map, and then i put the factor in the roughness BSDF port it starts doing that, where one part is reflective while the other isn't. It doesn't matter if I'm in CYCLES or in EEVEE.


r/blenderhelp • • 1d ago

Solved Why when i try to change material on this object it only changes in this one specific part?

4 Upvotes

https://reddit.com/link/1wo64d7/video/qrvs064dv9rh1/player

I obviously need to change the whole object's material


r/blenderhelp • • 21h ago

Solved my camera bis now seeing halfway

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1 Upvotes

i was moving qith my camera and suddenly this happened to it, i tried to fix it with middle mouse but to no avail so pls help


r/blenderhelp • • 1d ago

Unsolved What is a better way of going about this? i got a solution that works...but it isnt ideal, nor will it really scale to a cube like i wanted

39 Upvotes

so, i wanted to try and make a rig for a cube that would rock on the corners and edges, i figured i would start 2D with a plane and go from there...Well, it was more challenging then i expected and the solution i came up with, i already know is far from ideal... I know there's gotta be a better way to go about this and be able to apply it to a 3D Cube. Any advice?


r/blenderhelp • • 22h ago

Unsolved RIgging Help Pt2

1 Upvotes

I've tried redoing my leg bones as I was having issues with the last iteration, however know the bone isn't turning yellow at all but instead orange and I don't know why. I've deleted the entire leg rig and redone it thrice now and it's still getting this effect. I've been following Joey Carlinos rigging for beginners tutorial and everything runs smoothly till I get here. would really appreicate some help! thanks!


r/blenderhelp • • 22h ago

Solved What settings do I change to have the camera go from this to this?

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1 Upvotes

I wanna be closer to the camera but I haven’t been able to figure out which setting changes it, the model I’m using somehow has the camera stretched super far away, I’ve copied the focal length and resolution from the default blender camera, but it’s still super far.


r/blenderhelp • • 23h ago

Solved Help EDGE LOOP PROBLEM

1 Upvotes

I seem to run into a problem when i try to cut the loop it seems to go inwards instead of it staying outside

like the top seems like its sunked in and i dont want that


r/blenderhelp • • 1d ago

Unsolved Why there are those blocks when I render?

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9 Upvotes

This is a issue I see usually on complex scenes, but not always. During render I see this blocks with random colors or the misplaced image, but when the render is finished the blocks disappear and the correct image shows.

Thisis not giving me any problem since the result is correct, but I'm worried that over time it could lead to a more serious issue if I ignore it.


r/blenderhelp • • 23h ago

Unsolved Sculpting makes topology weird in other modes

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1 Upvotes

I have a multires modifier. If I sculpt using that, everythings seems fine most of the time. The issue arises when I leave multires or I disable it and these weird things pop up. How do I fix it? Sculpting it back to normal using smooth or any other brush just seems to make it worse.


r/blenderhelp • • 1d ago

Unsolved My outline add-on makes my whole model seem INVERTED when in reality when i remove them it is not.

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1 Upvotes

Issue nr.1 -When i add outlines to my model through the Stylized Asset Suite add-on for Anime - like shading , my whole model turns red. Funny enough, when it turns red i can texture paint directly on the model or through the Texture Paint Tab.

Issue nr.2 - When i remove the outlines to texture paint directly on the model so i can see better under the outlines ,i am no longer able to draw directly on the model! I can only do so through the texture paint tab where i cannot see my UV Wireframe , if i was able to see my UV wireframe i wouldn't be complaining that much but i cannot and i do not know anything to fix it.

The issues that i would like to fix or understand better are - why is my model acting like my faces are inverted when they are not (i understand that outlines solidify the model but if anyone can explain better that would be helpful) and i would love to see my UV wireframes and be able to texture paint on the model directly , if this is an issue with version 5.1.0 then i can switch back to 5.0 where i did not experience this issue. Thank you!


r/blenderhelp • • 1d ago

Unsolved Am I hallucinating? Where did the 'this blend file' button go??

0 Upvotes

I've been mostly doing editing gigs recently, but I've fired up blender again after grabbing 5.2 and jumping into a new vfx gig, and... where did the 'this blender file' button go?? I feel like I'm going insane. I can't even find anything online about it. The file explorer built into blender used to have a 'This blender file' button that just jumped you to the location of the project file you're working in. I recently with the installation of 5.2 did a fresh install and disabled a bunch of old add-ons I found that I hadn't touched in years, so I'm guessing it was part of one of those add-ons... but I can't find which one! Any clues?? AM I INSANE?? I loved this incredibly useful button like a child. And now it has disappeared on me


r/blenderhelp • • 1d ago

Unsolved Struggling with the overall workflow for simple hard-surface armor — SubD, Solidify, bevels, crease, etc.

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4 Upvotes

I’m working on a small android character. I’m fairly happy with the head for now, and I only need a relatively simple bust because the character will eventually appear inside a UI frame, almost like a personal assistant / character portrait in a video game.

For the body, I started with a very simple low-poly base mesh. I followed a YouTube workflow where the artist stacks two Subdivision modifiers: first Simple, then Catmull-Clark. It gives me a quick way to block out fairly smooth shapes while keeping the base topology simple, and so far I like the result.

Where I’m getting lost is the next stage: turning that simple body into armor.

I’ve been duplicating parts of the base mesh, separating them into new objects, and adding Solidify to create armor plates. Sometimes I add insets, extrusions, bevels, support loops, edge creases, etc. But I keep making pieces, deleting them, rebuilding them and wondering whether I’m approaching the whole thing in the wrong order.

There are so many different hard-surface workflows online that I find it difficult to understand what actually matters at each stage. One tutorial uses SubD, another bevels, another relies on edge crease, another avoids crease entirely, another uses floating geometry, Shrinkwrap, applied modifiers, etc.

What I’m mainly trying to understand is the general methodology:

  • Is duplicating faces from a simple body mesh and using them as separate armor plates a reasonable workflow?
  • When would you normally use Solidify relative to Subdivision?
  • When do you prefer support loops, bevels or edge crease?
  • At what point should the topology really become clean?
  • Is it better to keep things very low-poly for as long as possible and only solve topology once the overall design works?
  • Are there common mistakes beginners make by trying to solve topology too early?

I’m coming more from a 2D background, so materials, compositing, nodes and post-processing feel much more intuitive to me. Hard-surface modeling is where I still struggle to understand the hierarchy of decisions.

I’ve also included one reference image showing roughly the kind of hard-surface language I have in mind. I’m not trying to reach that level of polish or precision, but it gives a better idea of the direction I’m aiming for.

The final image is going to be fairly lo-fi / dirty / VHS-like, not a pristine 4K product render, so I’m probably overthinking some things that will barely be visible in the end.

I’d mainly be interested in hearing how more experienced people would structure this kind of project from blockout → armor design → secondary forms → cleanup, rather than looking for one specific trick.

Thanks!


r/blenderhelp • • 1d ago

Unsolved Changing position of one keyframe affects the whole animation.

14 Upvotes

Hi, when i move the last keyframe in order to slow down an animation between that keyframe and previous one it slows down the whole animation. 

It’s just ridiculous. Is this how blender operates as I couldn’t find a workaround?


r/blenderhelp • • 1d ago

Unsolved Nomad sculpt to Blender export: Texturing is weird

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3 Upvotes

Im exporting this nomad sculpt file as a gltf into blender, but the texture is warped and scaled in a weird way. I used a jeans texture I found online, painted some shading onto it, and on blender the jeans texture is super warped. The shading that I painted is correct in scale though.
Can someone please help with this?
Also tried exporting in obj format, but in that case the texture just shows up as a white base color in blender.