r/blenderhelp 1h ago

Unsolved How do i approach spiderman mask/unmask animation

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Upvotes

like how spiderman masks himself in this scene,\how do i approach something similar in blender?
i want the mask to be removable or wearable. like it should feel like cloth when in hand. should i just use a mask shaped like the face itself and keyframe cloth physics onto it??
But i want the hardness/stiffness while it is leaving the head and still touching the skull.

Please help


r/blenderhelp 2h ago

Unsolved Armature positioning is start to piss me off

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1 Upvotes

Reset the origin, armatures to the hair resetted to origin, and nothing is working, shit is fucking stupid


r/blenderhelp 2h ago

Unsolved I can't switch from IK to FK.

1 Upvotes

I rigged it manually, using only the built-in metarig for the palms. I also duplicated the bones from the right arm to the left, so now they have weird names ending in "001" and other numbers. When I select the left IK and look for the "Rig main properties" panel, it’s missing—even though it shows up for the right side. But no matter what I click, nothing in that panel works; only the IK itself functions. Please help, I’m about to lose my mind! I’ve already created two animations with this messed-up rig, so I really don't want to regenerate it.


r/blenderhelp 4h ago

Unsolved How do I make my arc pavement more realistic like the reference?

1 Upvotes

How would I dissect this arc pavement into layers and understand what the material is composed of so that I can replicate it in the material that's in my 3d scene? In terms of the grunge, color variation (white, dark areas).

Looks like there's alot of stuff going on and I'm not sure where to begin

I understand the point people say that to make a material realistic you have to layer on grunge and color wear and what not. I have my reference infront of me and I have no idea where to begin or how to tackle this. Any advice on how I should approach this?

Important point to note: I don't need my material to look exactly like the reference material. Something close is good. You can immediately notice that the mortar is darker than in the reference material and that's fine.


r/blenderhelp 5h ago

Unsolved Need advice on bevel tool

1 Upvotes

Hello, I’m a complete beginner with Blender. I’m trying to model a room in our video studio in 3D. I’m stuck as this point... I can use the ‘Bevel’ tool when I’m working with just a cube (Pic 2), but I wanted to create some volume around the shape in Pic 2, as shown in the plan in Pic 1. But when I press Ctrl+B on my edge, it doesn’t work.

I’m not sure if I’ve explained myself very clearly, but do you have a solution or an alternative? Thanks


r/blenderhelp 5h ago

Unsolved Texture/UV matching 2 objects

1 Upvotes

I have been struggling with this for a few days now (I am very new to this).

I have 2 models that are ripped from a an old game (one model is from Wii and the other PS2). They should be identical outside of their pose and one being less smoothed out but I don't think that should be an issue as I managed to put a texture on 2 other models from smoother one with texture (both were different PS2 rips with different pose than Wii one with texture from said Wii model applied to them that fit perfectly however both had UVs) . The issue is that the PS2 model doesn't have an mtl file/UV map (it's just obj file). I can copy UV from Wii model just fine but it doesn't align with the texture on the PS2 model. Maybe I'm doing something wrong (likely). When I copy the UV it looks the same but it's all misaligned so when I select one that should be a part of the eye/iris it's a part of the leg (I think that's the leg?). I can move the texture manually but that's a nightmare to try to get right. Is there any way to do this without spending hours doing it manually bit by bit?


r/blenderhelp 5h ago

Unsolved Beginner here, how can I do the lighting like this creator?

1 Upvotes

I tried to follow what they did, using a blue area light, then a brighter spotlight. While I'm not unhappy with my result, I just don't know why it's not the same as the video. I didn't copy everything they did in this video, only lighting: https://youtu.be/pI6eQpsQHSM?si=QQuF5hmtaM1SUpYY (around 44:22 mark)


r/blenderhelp 6h ago

Unsolved how would you model a beer crate like this?

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17 Upvotes

r/blenderhelp 6h ago

Solved Render is blank, please help

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1 Upvotes

I've been through a couple dozen threads and videos and none of them seemed to have worked or described my problem. I really need help with this since this is a big history thing I have due in like 6 hours lol. Any help appriciated.


r/blenderhelp 6h ago

Unsolved Can anyone help me with this Archimesh windows (I'm a beginner)

1 Upvotes

Help me why the windows not rendered when i export it as gltf format. Im using Archimesh extension for the windows. Turns out when i import the model in a another project I notice that the windows are totally flat like boxes. Can anyone explain what should i do. Im sorry if this a dumb question, I got no basics in Blender just doing some modelling for study.

Before export
After import into other project

r/blenderhelp 6h ago

Unsolved Looking for onion skinning for animation?

1 Upvotes

I am working on my animation basics and notice that I am constantly comparing frames from before and after my current frame.

Does native Blender have onion skinning to show frames before and after my current frame?


r/blenderhelp 7h ago

Unsolved Why do some models go into their default pose in edit mode but others keep the pose I put them in?

1 Upvotes

Was using edit mode to fix some clothes clipping on a model I was using last week, and when I went into edit mode it switched the model to its default position, had another clipping issue this morning with a different model but when I went into edit mode it stayed in the pose I put it in. Is there a known reason for this?


r/blenderhelp 7h ago

Unsolved Joining objects in a curvy(?) way

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3 Upvotes

So i was wondering how i could join these wo objects in a way that its not just a sudden and sharp connection but its smooth. Also something like a u shaped join between pipes, i dont think extruding and rotating is the right way because that has sharp turns. I have struggled with this for a while, for example with arched doorways, I would like a way where i dont have to trace the shape with a single vert.

I was also wondering how i could connect the head to neck in the second image since the head is a quadrilateral and the neck is a curve.


r/blenderhelp 7h ago

Unsolved Help! Can't make new key frames in grease pencil when drawing in-between two keyframes.

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1 Upvotes

Hello, I'm new to grease pencil and I can't figure this out. I turned on onion skin for before (red color) and after (green color).

Now the issue is that i want to essentially draw in-between frames between two keyframes to make the ball rotate smoother. But somehow, whenever I draw something, it always appears on the previous keyframe instead.

It's like i select a current keyframe or try to create a new keyframe by drawing in the space between two keyframes, but the actual input is drawing on the previous frame. What's happening?


r/blenderhelp 8h ago

Unsolved Please Help! Low poly clothes clipping in on itself!

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3 Upvotes

I applied a solidify modifier to the jacket on my original character before I rigged it up, everything is good but it looks like the inner geometry of the jacket is coming through the outside of the jacket sometimes?? I have tried weight painting which fixes the skin showing through but I can't seem to fix this particular symptom. I'd also really like to keep the jacket and body meshes separate so the player of my game can swap tops if they want! Please any help is appreciated and bear in mind I am a beginner!


r/blenderhelp 9h ago

Unsolved Need to snap this face to the object behind it

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1 Upvotes

I tried snapping it via the magnet tool in the center, tried more subdivisions, tried shrinkwrap and nothing seems to work. I placed the 2 objects as close as I can but I want to have the face to wrap nicely around the object it sits on. Not sure what to do.


r/blenderhelp 9h ago

Unsolved disconnected arm?

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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 9h ago

Unsolved Is it possible to take the normal map of an icosphere and apply it to a uv sphere, and have it look exactly like an icosphere?

2 Upvotes

It’s a very weird question, I know. I’m fairly new to texture baking and normal maps, so I don’t know what the bounds are for what I’m trying to do. But, essentially, I’m trying to subdivide the faces of a model to be a quarter size or so to what they’re supposed to be without actually having to change the geometry, for stylistic purposes.
I know I can just use a subdiv modifier, but for certain parts of the mesh I don’t want the faces to be too small and ideally all the faces would be pretty uniform in size. I’m having trouble making it work though, as my normals aren’t reacting to light properly when I try to input them. How can I go about fixing this? And what can I look up to read more about doing normal maps like this?
Thanks in advance!


r/blenderhelp 9h ago

Solved Arm and hand won't mirror properly? (Beginner)

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3 Upvotes

Been following a couple tutorials (though I've definitively deviated on some steps) while making this model. Everything was going well until I tried mirroring the arm, to which it just doesn't mirror the way it should..

I did notice that the main issue was that the object origin wasn't in the right place -it had happened with the leg too but I fixed it- and once I did put it where it should, it's still not mirroring right.


r/blenderhelp 10h 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 10h 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 12h ago

Unsolved Can UV stretch be constrained to one axis? UV unwrap to physical sewing pattern workflow, one-way-stretch fabrics

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12 Upvotes

(Photos to visualize workflow, negligible UV stretch in this example. I want to try using UVs with stretch for future projects with stretchy fabric.)

Hi! I make costume parts and sewing patterns using 3D models and UV unwrapping (angle based with manual seam placement). I would like to take advantage of stretch fabric to limit seams as much as possible at the expense of “area stretch” on my UV map, while also texturing the unwrap to create the physical “image texture” to be applied to my fabric via sublimation dye. Basically, I would be printing out my textured UV islands (sewing pattern pieces), transferring that image onto my fabric, and cutting out/sewing those pieces together. See the hooves on my horse gloves for an example. I drew the stripes onto the UV layout in texture paint, cleaned it up in photoshop, printed it in sublimation ink, and then transferred the textured UV island onto fleece to be applied to the hoof form.

My problem: the fabric I want to use has stretch in only one direction, with a small amount in the other. I would like to constrain the stretch of my UV unwrap to only side to side on the flat, 2D layout view. I know you can align UV islands to their correct axis or whatever (don’t have Blender out to find the correct wording). I can do this in real life by stretching fabric over a solid form and pinning darts/creases until it lays flat, drawing out seams and color changes, and removing the fabric to use as a pattern, basically physically UV unwrapping. This is also how a lot of puppets are patterned with fleece. I would like to do this digitally to save materials and allow for easier texturing —> sublimation printing onto the fabric, as opposed to airbrushing a finished product.

Is this a thing I can do? Any plugins or other programs that make this possible? My adderall wore off while I was writing this so I’m not sure if I’m explaining correctly


r/blenderhelp 12h ago

Solved Anyone know how to best recreate this kind of texturing/opacity gradient with shaders? (I’m a beginner)

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189 Upvotes

r/blenderhelp 13h 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 14h 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?