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I was working on this model and everything was going fine. After I finished making the hands I took a look at the full model and noticed this weird flickering. Naturally I tried merging by distance and recalculating the normals, but nothing changed, the flickering continued when I switched render engines.

I tried re-opening Blender and restarting my computer but the problem continued.
Here's video: Weird flickering in Blender 2.83

What troubles me the most is that it wasn't happening earlier today, I clearly made a mistake or pushed a wrong button in the process of modeling, but I have no idea what exactly.

EDIT: Google-Drive Blend File

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  • $\begingroup$ Hello and welcome. for me it worked out to make a new file and then appending the object from your .blend file into it. No flickering anymore. Reason, sadly not sure, but it looked like z-fighting. $\endgroup$ – Xylvier Jun 11 '20 at 17:37
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This is likely because your mirror modifier is copying and mirroring each side independently without culling one side. Check you mirror modifier options and check bisect then check or un-check flip to choose which side to delete and which side to mirror.

Probably what you did was apply the mirror modifier at some point.

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  • $\begingroup$ That's not it, I even deleted the mirror modifier without applying it but the problem continued. I edited the question with a link to the blend file. $\endgroup$ – MedeirosBreno Jun 11 '20 at 16:49
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The issue comes from floating point rounding error due to the clip start / end of your camera view. Basically you have somehow set the camera view to have a culling range that is too wide (from 0.0001 m to 1000 m) so the viewport rendering is flickering when you zoom out.

To fix it, set the clip start to a higher value (0.01 m should be good). Go to the right side panel with N and inside the "View" panel.

enter image description here

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