#What is it?

17 messages · Page 1 of 1 (latest)

tender dragon
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More recently, I was looking for a way to create an enlarged 2D texture, and in my search I found a texture pack that used this one... a model? For large textures. But what is it? How to create such a thing? When interacting, this model behaves strangely...

cunning crystal
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This is just blockbench displaying buultin generated so you know what's going on, you aren't suppose to edit anything other that displays or switching the display texture

upper estuary
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!faq texture-to-3D

night mossBOT
# upper estuary !faq texture-to-3D

(Result for "texture-to-3D")
Depending on where you wanna have the model there are different ways to turn a texture into a (default-item like) model:
java 1. Letting the game generate it from a texture (vanilla Java)
bedrock 2. Directly adding a new item (Bedrock Edition)
blockbench 3. Letting Blockbench generate it (ONLY use this if the other options are not applicable!!!)

** java 1. Letting the game generate it from a texture:**
Create a .json file somewhere inside your models folder and put this code inside of it:

{
  "parent": "item/generated",
  "textures": {
    "layer0": "custom/example"
  }
}``` This will tell the game to generate a model based on the texture `YourPack/assets/minecraft/textures/custom/example.png`.
(Use `item/handheld` as parent instead if you want it to be held like a weapon).

It can be used just like any other model, so you can either replace an existing item with it or "add" it with custom_model_data. You can also load it into Blockbench to edit the display settings.

** ![bedrock](https://cdn.discordapp.com/emojis/526419810272149526.webp?size=128 "bedrock") 2. Directly adding a new item in Bedrock Edition:**
Please follow the steps described in here:
Default like items: <https://wiki.bedrock.dev/items/items-intro.html>
Custom 3D model items: <https://wiki.bedrock.dev/items/3d-items.html>

** ![blockbench](https://cdn.discordapp.com/emojis/340506781111549957.webp?size=128 "blockbench") 3. Generating it in Blockbench:**
ONLY use this approach if you plan on editing it more than what the other option allows you to do!!!
You need to make sure to use per-face uv (_not_ box-uv!) and then do `File > Import > Extruded Image` and select your texture. Then, pick the way it should generate the texture. You can chose between pixel by pixel, line by line (horizontal/vertical) or in as little chunks as possible (area). 
I suggest to always use area for performance. If you wanna edit each pixel/line choose one of the other options.
upper estuary
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Method 1 basically

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(which doesn't require you to use Blockbench)

tender dragon
tender dragon
upper estuary
tender dragon
# upper estuary What looks terrible?

If you use the first method, then my weapon looks very small. This method does not suit me. My weapon should be long and only the model editor in the program will help me with this. I certainly have a model that I have already shown that will help me in my plans. But it does not work very stably since it is torn from the textures of the pack. Therefore, I will ask again how to do this yourself in the program, or is it just programming?

upper estuary
tender dragon
upper estuary
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I didn't say "read Method 2"

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I said continue reading after the .json text snippet

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which states that you can load that .json file into Blockbench and adjust the display settings just fine

tender dragon