r/blenderhelp
Possibly a noob 3d design question, idk. I have a cylindrical shape. I've cut it to size. How do I fill the face for outer bit without also filling the bit I want kept hollow?
Does that make sense? Pic attached.
You can see what I want to do. I want the middle bit hollow, and the outer face bit filled.
I'm learning stuff as I go as I need, no "official" training or anything, so I don't necessarily know the correct terms or procedures to Google for.
Normally when filling a face here I'd select all, F, job done, but that fills all that face in.
If I just Ctrl +L around the edge and fill, that does the same.
Basically I'm messing around making warhammer 40k stuff for fun, picking things up as I go. Most stuff I need to do I've been able to figure out one way or another but this has stumped me.
Edit- that face was created by boolean difference against another shape. That should have created a filled bit as I want but didn't for some reason, idk.
How did you guys learn the area around the eyes and cheekbones?
I've been practicing head sculpting for about a week and this area is driving me insane.
I can more or less understand the general shape of the skull, jaw, nose, lips etc, but the whole area around the eyes still feels like guesswork to me.
Especially the brow ridge, cheekbone, the area under the lower eyelid and the transition into the side of the nose.
The problem is that on most references these forms are really smooth, so I can see the final surface but I don't really understand what the volume is doing underneath. Front and side views are even worse. I usually end up just pushing and pulling things until it looks somewhat close to the reference.
I've watched quite a few head anatomy/sculpting videos already, looked at skulls, Asaro heads, scans etc, but this specific area still hasn't clicked for me.
For people who also struggled with this, what actually helped?
Was it skull studies, 3D scans, some specific exercise, a good 3D reference, or just a lot of heads?
I'm attaching my latest sculpt so you can see what I mean. I know there are other problems with it too, but right now I'm mostly trying to understand this area.
What is the best method to match lighting?
I’ve been wanting to recreate this old sims 2 magazine ad. I got the pictures and have plenty of models that just need to be rigged properly. I provided a small quick super rough mockup (Slide 4) of what I’m trying to achieve by brining the image in as a flat plane. I’ve watch quite a few tutorials for matching lighting and what not but a lot of them don’t really utilize images where the subject is a person rather than a building.
My question being, what’s the best way to get the lighting in the pictures I took (Slide 2) once I’m ready to render? Would I need add-ons or is there some better magical setting I need to play around with in blender? Any suggestions or ideas are greatly appreciated as I’m kind of trying this whole blender thing out.
Is it essential to know complex math in order to use blender nodes?
I am currently in the shader editor but I do know that geometry nodes also use a lot of mathematics as well so I wanted to ask this question because I feel like I am getting the point thanks to CGMatter's/Default Cube's playlist on procedural nodes (in the shader editor) but at the same time it's very difficult to not get intimidated by the node editor at times and mathematics in Blender seems easy but then people mention formulas I had no idea that existed before and I lost my train of thought and get a bit afraid. I don't know if the composite editor uses math nodes to a very deep extent but yeah...
Different cursor in camera view,can’t click any objects
This cursor only appears while in camera view and it won’t let me click any objects
Suggestions on how you would do the smoke from this?
I posted this some time ago as a joke but I've actually learned how to do almost everything here since then, except for the smoke.
How would you guys do it, do you think it was done in Blender at all? One suggestion was a moving transparent gradient which might work for the bottom left smoke patch but it doesn't look to me as if that was the technique used for the rest of it unless I am misunderstanding something.
How do i link my suspension with the rest of the body
I made this model long ago and i now decided i want the suspension to work. Im however stuck. I cant think of a way of how the chassis should link with the suspension.
I want the chassis to move in proportion to the suspension. Once the wheel has reached its vertical limit the chassis should move up or down.
Please help :) and feel free to ask for details cause im not sure what youll need to think of a solution
SORRY FOR BAD VIDEO QUALITY DONT KNOW HOW IT HAPPEND*
FBX Export has some weird material shading
Okay, I have this model that I painted. I exported it a couple days ago as an FBX file and imported it into unity with no issues at all. But I had to go back and change the weight paint slightly. When I export it now, I have this weird issue with the material colors not blending together (I don't know how else to describe it). The intersection of the fur and the side of the face has a sharp line from where the two surfaces are being shaded differently (They are painted the exact same color, so I assume its shadows from somewhere).
The first Image is with the viewport shading set to solid, and is how it previously exported, and how I would like it to be exported.
The second image is with the viewport shading set to material preview, and is how it is now being exported which is not how it was previously, and not what I want.
Please let me know if anyone might understand what is going on... Is it something in the FBX export settings that I'm not understanding? Or maybe a material setting I cant find? I am struggling...
My eyebrows (the model) look different on the render for some reason. I don't understand what is happening
im rigging a body on blender, but for some reason, the bones are overlapped, i just would like to merge the joins like merging by distance, is it possible?, or there is another solution?
probably absolutely idiotic question
how do I for example, extrude this cube
without it making too many extra faces like so
to where i could have the below set of vertices merged automatically after extruding
I am not sure if this is possible or if i am missing something simple, or just being dumb
Won’t let me drag and drop
I’ve been trying to drag and drop a texture file into blender but it won’t let me. I cant find anything online about this. Help is much appreciated.
Please give me some advice on animations
Hi, I'm a beginner and I'm developing a first-person mobile game.
I've started creating animations for melee weapons and firearms. I didn't have any problems with the melee weapons, but I ran into issues with the shotgun, which is divided into several parts.
I need the following animations:
Idle (a static frame without animation, I raise and lower the weapon in the engine to simulate impact)
Fire
Reload_First_Shell
Reload_Second_Shell
And these are exactly the three I’m having trouble with. I select all (A) and press I, but only one marker is added. I tried selecting them individually, but the same thing happens...
On top of that, the model already had animations, and I don’t know how to delete them all at once, or how to delete them specifically from the Actions window.
Please, if you have the time and are willing, help me figure out how to clear the animations and how to add markers for the different parts of the model on the Dope Sheet 🙂
Castle top need help
I want to bring down parts of the top, but when I try to extrude it, it won't follow the same angle as the mesh, any tips on how to make it would be appreciated
Best methods for symmetry?
When needing to position objects symmetrically around a centre point I usually use either a nubs circle or by manually positioning the objects, is there a simpler way to symmetrically position stuff?
Best way to repeat a pattern?
I am trying to add a pattern to this robe collar but can't get the texture to repeat evenly. Right now the collar is just a long rectangular mesh that's bent into the right position through a rig. I could apply the rig since I don't need to animate the final product, but I don't know if that would actually be easier to wrangle the UVs on. I don't know how I would texture paint this with the level of precision that just repeating the texture gives, but that might ultimately be easier than fussing with the UVs.
What do you guys recommend?
collar after it's been bent into shape
Why is the "centre" of each part of centre?
My model is split into 3 different objects but at some point what is considered the centre of the object has moved and I don't really understand how it has or how to move it back, if anyone can explain this to me, thanks
Would I need to re rig this model or is there an option in Blender to rig a model based on the weight paint?
I'm new to Blender and got this ripped Pokémon model of one of my favorite Pokémon, and I was trying to get the rig to work and realized that whoever ripped it forgot to include the rig, the weight paint is there though, and I was wondering if there was an option to rig based on the weight paint.
Struggling to add addins
Trying to drag and drop add ons, nothing seems to be happening? Help
Add on in question is cad sketcher.
Thank you