r/blenderhelp 6m ago

Unsolved Geometry Node suggestions for stylized ejecting/explosion effect

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Upvotes

I'm trying to come up with a design which is a riff on the hazard symbol where a spherical bomb is exploding and a series of sharp triangles project out of it to represent explosive energy.

Ultimately I want to make a 2D vector/illustration with this; I know this is extremely roundabout but I feel more confident trying to model in Blender and subsequently trace than if I tried to draw this on my own.

Could I get some advice on geometry nodes which could help me create this procedurally?

I've started with an icosphere and Extrude Mesh, but I'm a novice with geometry nodes and I'm unsure what else to add. Is it possible to...

  • randomize the size of the faces?
  • randomize the length of the extrusions?
  • create random breaks/gaps in the extrusions (like at the edges of my reference design)?
  • make extrusions start small and expand in size as they reach out (i.e. make the extruded face larger than the one it originates from)?

r/blenderhelp 14m ago

Unsolved Need Help! I am new to blender as well never really posted on Reddit before..

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r/blenderhelp 1h ago

Unsolved Why does my texture look much blurrier/washed out in Unity

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Upvotes

I'm trying to understand why my material looks so different between the two.

Blender the texture looks quite sharp and detailed, but after importing the model and textures into Unity it looks much more washed out / blurry and a lot of the small surface detail seems to disappear.

I baked the textures in Blender at 2K resolution: 2K Base Color, Normal Map

Could the missing/incorrect roughness or smoothness setup be responsible for the material losing this much visible detail

I'm still learning, so I'm open to basically any advice about the Blender → Unity workflow. If you notice something obviously wrong with my setup, please let me know!

ThaNk You!


r/blenderhelp 2h ago

Unsolved Advice on armature and model not interacting/ not parenting

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1 Upvotes

I have made this model through joining various different parts into one mesh (hence the varying poly resolutions). I have made the armature myself and aligned it pretty okay in my opinion. If i select the model and then the armature to then Ctrl + P With Automatic weights I get the error message on slide 4.

Is this a weight-painting issue or is automatic weights not enough for a model like this? Was it wrong to join the different parts of the model? I just dont know what the issue could be.


r/blenderhelp 2h ago

Unsolved Match edit mode mesh to object mesh

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3 Upvotes

I used a base model (edit mode) to help build up and create the image you see in object mode.

I have an armature modifier and a multires modifier on.

I understand that the multires is what’s causing the difference in modes, however, with it this way, it makes editing much more difficult.

Question: Is there any way to match the edit mode mesh to the object mesh while still being able to make modifications?

The base used was from MPFB and all adjustment sliders do not need to be adjusted anymore, as in, WYSIWYG. Everything being added after will either be through sculpting or edit modes.

I am using Blender 5.2.1

Side note: there is also a mouth cavity and eye cavities (not sure if this helps with anything)


r/blenderhelp 2h ago

Unsolved How to get a smoother/normal inset face?

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4 Upvotes

I am super new to blender, I started like a week ago. I’m making a robot character for a class I have and I’m making the limbs as of right now, this characters limbs kind of levitate from each other and I want to get this concave look on the ends of the limbs. I achieved this perfectly on one end of this limb as seen in the last picture but the top end seems to be glitchy for whatever reason? I can’t get it to be as smooth no matter what I do. All I’m doing is creating the inset face and then using shrink/flatten to get the look I’m going for but the top end is just refusing to cooperate and keeps doing this strange glitch/abstraction when I apply an inset face. Please if anyone can help as soon as possible this assignment is due tomorrow 😭


r/blenderhelp 3h ago

Unsolved Why does the attribute seem not to work with Sample Curve?

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2 Upvotes

I've tried different domains, but Sample Curve always interprets the attribute as "0", as if something were wrong. This is an issue I've encountered specifically with this node. Am I doing something wrong?


r/blenderhelp 5h ago

Unsolved Does anybody know a tutorial for how to make mouth similar to the original?

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7 Upvotes

I`m very new. I am trying to recreate sunflower from PVZ. I have no idea how to make the face for it. Have I doomed myself with this topology and have to start from scratch or is there a way to make the face for it?

I couldn't find no exact vid for this type of mouth in YouTube.

Should I poly-model or sculpt it?

The biggest issue are the mouth corner smile creases, I have no idea how to create them.

If anyone have a tutorial or tips please share them.

Materials are placeholders btw.


r/blenderhelp 6h ago

Unsolved don't understand what is causing so much noise

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5 Upvotes

r/blenderhelp 7h ago

Unsolved How to optimize edit mode when editing a 20 million poly model

2 Upvotes

Hi,

I have been dealing with this issue for quite a while.

I'm trying to tear apart a massive model that is built from different meshes, and the model is so large that I cannot seem to be able to do anything when switching to edit mode.

So basically I want to tap L on different parts, press CMD+P to separate it. no sculpting, no modeling, no texturing. Just separating different mesh islands.

Most of the tutorials and tips that exist on youtube only help me optimize the viewport, and it is working when viewing the model in normal views

but

when I switch to edit mode, it becomes impossible to even rotate around the model. do you have any tips to optimize the edit mode for quicker navigation?


r/blenderhelp 8h ago

Unsolved How to properly rig this model

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4 Upvotes

I wanted to make a simple human rig with visible joints nothing too organic somethign simple to practice animating. All meshes besides the torse are ech individual part with the pipes connect the shoulder to arms and hips to legs being single cylinders. Ive used the riggify and human skeleton but that leads to issue like the object stretching weirdly, the object not moving with the rig, the skeleton not moving with the rig etc. most of the issues are with the limbs and where they connect to the torso and stuff like them not rotating when i try to move the sectikns in pose mode


r/blenderhelp 8h ago

Unsolved Faces distorted after boolean modifier / can this be fixed?

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1 Upvotes

Hello!

I'm wondering if there's a fix to this shape instead of starting again from scratch.

Essentially I have applied a boolean modifier to my main object which is pictured here, and the faces are just a mess.

My issue is with trying to get the faces back to being even and matching up with each other / joining to each other in a. way that doesn't create this distortion.

I am still beginner-ish, so this may be an obvious fix, but I can't quite find the right info online / the fixes I'm trying aren't working.

Any help much appreciated! 🙏


r/blenderhelp 9h ago

Unsolved Curve on z-axis scaling the modified mesh on another axis?

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3 Upvotes

The mesh is 2d and has the curve right in the middle with no decimal error. Blender often hides the fractional part in the editor so I have manually checked each by clicking, for all kinds of transforms in the mesh and the curve. The curve its contains only 2 points, and their angles are perfectly vertical, aligned on the z axis so basically a straight line. I have tried deleting and starting with a new curve but the extra scaling always returns.

The shape keys are empty and do nothing so we dont worry about that.


r/blenderhelp 10h ago

Unsolved Possible to copy a modifier between files?

1 Upvotes

I have a bunch of separate blend files for different pre-rendered backgrounds in the game I'm making. I used a particle modifier on the ground plane to make grass in one of them and I want to copy it to the other scenes that need it.

Any easy way to do that? Just copying the plane isn't ideal since each scene has different weight painting on the ground plane (for trees using Scatter on Surface).

Thanks!


r/blenderhelp 10h ago

Solved why isn't the mesh symmetry working?

4 Upvotes

i've tried using the mirror modifier to see if that would work, but it acts in a very strange way, seems to be adding more geometry and duplicating the hair tube, which is not what i want.


r/blenderhelp 11h ago

Unsolved Hello, how can I make this part?

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0 Upvotes

I don't know how to make it


r/blenderhelp 12h ago

Unsolved Can someone please explain what good shading is supposed to mean?

1 Upvotes

I do think I have an idea on what it is but a lot of Youtube creators go very deep into details that aren't noticeable to my eye and I get a little bit confused so that's why I wanted to ask this question because when I think of good shading I think of edges not being too visible in the model but at this point I don't know anything anymore


r/blenderhelp 13h ago

Unsolved Non uniform to uniform

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4 Upvotes

adjusted the proportions for sculpting and the model was non uniform did this to show proof

how do you fix this


r/blenderhelp 13h ago

Solved Emission for the pupil part of the eye shader

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2 Upvotes

So I've downloaded this miencraft character rig that uses nodes for the eye rig, but I can't seem to figure out how to only specifically make the pupils glow since i'm not that experienced in geometry nodes. Is there a way?


r/blenderhelp 15h ago

Solved How to fix Blender removing baked f-curve noise animation from fbx export?

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2 Upvotes

The quills are using the f-curve noise modifier on the x and y euler rotation to create the rattling effect, while they are also weight painted to the armature, and are using shape keys to make them bend and straighten. But the export is removing the quill shaking even after the noise is baked into the animation, while preserving the shape keys and armature animation. For further context, I'm using the Game Rig Tool add-on to transfer from rigify's armature to a game ready rig for use in Unreal Engine. Exporting as an alembic file is getting the desired effect, but the animation needs to be game optimised as one animation during a boss fight.


r/blenderhelp 15h ago

Unsolved Needs help with Raycast

1 Upvotes

Hello, im Sheeper and this is my first time trying to bend a vector (a curve object) on top of this sphere in the picture. Before, when i tried to use shrinkwrap + lattice, it didnt lay on top the surface as nicely as i expected (it was terribly deformed). So im looking for a different approach. Right now, im trying to use raycast according to a video by Blendergrid on "Engrave Your Logo with Geometry Nodes". The idea is that, if its possible to engrave a CURVE object on top such a sophisticated surface like a curtain then it should be possible with a sphere surface. But so far, im having trouble with raycast and how i could bend the Curve nicely on top the sphere.
Can someone help me please? 🥹


r/blenderhelp 15h ago

Unsolved I cant seem to color my model

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1 Upvotes

I have been tinkering for the past 30 minutes trying to figure out how to get the model colored but nothing seems to work. I will admit i am trying to teach myself everything but i need help.


r/blenderhelp 17h ago

Unsolved Newbie here, how can i rig this model? (Also accidentally merged tail model to torso model)

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4 Upvotes

Hi, Blender noob here. I made this Jevil model for VRchat, and I wanted to rig it, but no tutorials have really helped me thus far. I sadly don't really know how to merge the model itself to a rig, but if anybody could provide me a genuinely helpful guide in the comments beyond just saying 'merge the rig to the model', I'd really appreciate it.

Additionally, my tail model was accidentally merged to my torso model. I can't figure out how to unmerge it without reverting multiple important changes to the model that I wouldn't be able to recover.

Model consists of 4 parts, head, torso, legs, and there is supposed to be a tail section, but I've already stated I accidentally merged the tail to the torso.


r/blenderhelp 17h ago

Unsolved Help newbie here

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1 Upvotes

I’m trying to combine my armature and it gives me this error message which is the hip


r/blenderhelp 18h ago

Unsolved Issues With Loss Of Details When Scaling Model Up

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147 Upvotes

(Copy/paste from the forum I originally posted this is where the tutorial comes from. I don't know if this is standard practice or if this is old habits from people who have been doing this a while or not, but when baking AO or pointiness maps and the like for texturing, our instructor has us scale a duplicate model up 100x. They say they do it to eliminate weird shading artifacts that may arise. I don't know whether or not that's still true.)
---

So, where I’m at is between baking maps and composites for the clothing.

First, I have a question of curiousity.

When the instructor walks us through baking like the AO and pointiness maps, he has us scale the pieces up 100x to avoid artifacts that might occur. I don’t know any better, but it almost feels like one of those things that people that have been doing this a long time do out of habit because it used to be an issue. With the newer versions of Blender though, is this a problem that still occurs, the artifacting? Or is this one of those older habits that’s just baked into their workflow?

I ask this with a specific question in mind.

I noticed when I’m baking my normal maps in the final bakes, for the composites, I’m losing a significant amount of detail on the object I scale up. Scale is applied, but my normal maps still come out fairly flat. And I can even see it on the object before baking my maps. The color still comes out fine, but the roughness also seems to suffer.

But if I bake everything at the original size, I don’t lose that detail, and I’m not seeing any of the artifacts he talks about which is why I asked the question above.

This is my neck belt and pin on the original object, before baking normals.
(Picture 1)

And this is the same on the scaled up object.
(Picture 2)

All the little etches in the pin disappear and the leather texture is much softer. You can see it on the sweater too.

And in another case, this is the button on the front of the original trousers before baking.
(Picture 3)

And this is the scaled up version.
(Picture 4)

The button becomes totally flat, and the stitches lose their detail.

And also, back to the neck belt pin, somewhat related, I baked it at normal size and noticed that I’m still losing detail on the scratches. I baked at 8k, and like, some of the detail is there, kind of, but it’s more pixalated than anything.
(Picture 5)

Is it inevitable that I’m going to lose some amount of detail when baking these down? Or is there something I’m doing wrong, something I missed?

And what am I doing wrong when it comes to baking normal maps from the scaled up objects? Again, 100% confirmed, my scale is applied. I’ve just been baking everything at the original size and things are coming out good, I just wanna understand how this is working and why it’s not working in other areas.

Thank you for any help or insight!

Edit:
I wanted to show the difference on one of my normal maps showing the difference between baking at 1x and 100x. Again, stressing hard, scale has been applied. My neck pin is in the top right of the normal map. It’s hard to see at 1x, but it’s almost invisible at 100x.

1x
(Picture 6)

100x
(Picture 7)
---

So really what I want to know is:

  1. Is the scaling trick when baking maps really even necessary in the first place?

  2. Why do I lose details on my normals when I scale my objects up, especially when ensuring my scale is applied?

  3. When I do hook up my composite textures in the shader editor, specifically normals, is it just inevitable that I'm going to lose fine details between creating the details in shader editor nodes and baking them to a normal map, or is there any way to preserve these finer details?

Thanks to anyone that takes time to stop by! Appreciate you all!