#How to make the model thicker?

1 messages · Page 1 of 1 (latest)

bright rain
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!faq texture-to-3D

gritty iceBOT
# bright rain !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.
heady dust
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i have the code but since i am creating a 1.8.9 modded entity the import makes it a higher version one somehow

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can i export it as a 1.8.9 modded entity?

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i adjuest the code a bit to make it work in 1.8.9 forge , but is there a way for me to do it within blockbench?

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`public class PoppyConvertedModel extends ModelBase {
private ModelRenderer bone;

public PoppyConvertedModel() {
    this.bone = new ModelRenderer(this, 0, 0);
    this.bone.addBox(0.0F, 0.0F, 0.0F, 16, 16, 16);
    this.bone.setRotationPoint(8.0F, 24.0F, -8.0F);
}

public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
    this.bone.render(scale);
}

}`

tidal gate
#

The only versions supported are the ones you can change in File -> Project. Also, why are you modding for such an old version? And why are you using VSCode to make mods?

bright rain
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I mean, why wouldn't they use IntelliJ?

tidal gate
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I meant to say VSCode, not IntelliJ, but somehow my fingers typed that

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And another thing - if you need help with modding, you should try asking in #1021001177263001701 or some modding Discord servers

heady dust
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thanks