#SimpleDeform
[object>modifier properties>add mod.>simple deform>bend>angle180'>axis x,y,z]
#Blender3D #3DModeling #BlenderArt #DigitalArtist #CGI #SimpleDeform #StoneArch #RenderCommunity #3DDesign
June 1, 2026 at 7:32 AM
#Blender3D #GameDev #IndieGame #LevelDesign #3DEnvironment #GameArt #BlenderCommunity #EnvironmentArtist #3DModeling #DigitalArt #SimpleDeform #GamingArt #Unity3D #IndieGame #GameAsset
Morning work:An alley in the town and a stone arch over the river! Ready for Unity🎮✨How do you like the atmosphere?
June 1, 2026 at 7:38 AM
Awesome, glad to hear! And here you go :)
I made a few variants and kept the pieces linked together as long as possible. When you update the main one, all of them update - saves a lot of time!
For bending/twisting I used SimpleDeform modifer with either bend or twist at various angles.
February 15, 2025 at 7:56 PM
Node based workflows are wonderful, but not everything needs to be a node graph. But, everyone does need simple and fast basic modeling tools that are standardized.

If they can do this for the SimpleDeform modifier and its weirdness, and keep going with the UV editor updates. I'll keep contributing
October 13, 2025 at 9:29 AM
Reposting this:
#Blender 's SimpleDeform modifier works along the Local Z+ axis. I couldn't find this fact in any of the documentation. So if you're trying to deform stuff and it looks weird, rotate the origin so that its Z+ is along the major axis, then choose the deform axis after.
October 7, 2025 at 12:49 AM
FFS will someone at Blender fix the god damn SimpleDeform modifier's bends?
February 18, 2024 at 2:49 AM
Blender's SimpleDeform modifier works along the object's Local Z+ axis. A fact that I couldn't find in any of the documentation. So if you're trying to deform stuff and it looks weird, rotate the origin so that its Z+ is along the major axis, then choose the deform axis after.
February 28, 2024 at 9:22 PM
Shader magic basically!

The ponytail is one long mesh, and I discard the fragments based on the UV.y to adjust the length in game.

The shape is done by pushing each hair card along its normal, using a sin wave in the vertex shader. (well, a lot of layered sin waves)
February 28, 2026 at 1:14 PM
tem os modifiers de Curve e SimpleDeform q podem dar uma ajudada nisso
September 28, 2024 at 1:13 AM