#Is it possible to make something like this?

20 messages · Page 1 of 1 (latest)

dusty totem
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Hi, I'd like to recreate the object below in Blockbench and have it be a java model for an optifine resource pack. The issue is I'm only skilled in Blender 3D and it seems block bench doesn't have the ability to shape and draw something like the item below:

fervent onyx
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Blockbench has the ability.
Minecraft and Optifine don't have though.

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Achieving this with MCs limits will be pretty tough, there is no easy/automated way besides creating it with many, many cubes.

dusty totem
fervent onyx
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Not for Optifine, however if you're willing to use Forge (no need for a mod, just need forge installed.

dusty totem
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I'm not sure, what you mean? Could you explain, sorry 😅

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I'm better in blender but idk if I can import the model into blockbench

fervent onyx
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The issue here isn't blockbench.

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The issue is that Minecraft, nor optifine can load .obj models,
however Forge can load .obj models.

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Which can be created both, by blender and blockbench

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More info on that:

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!faq forge-obj

robust oliveBOT
# fervent onyx !faq forge-obj

Forge does allow you to use .obj models in Minecraft, without making a mod.
Here is a step by step guide how to use that feature.
1. Flip your model along the z axis, south and north are flipped in the exported obj models.
2. Move your model by +8 on the x and z axis.
3. Each cube and mesh, must have a unique name
4. You can export the model now, default naming rules apply
5. You'll have to edit the .mtl file, it has paths to your textures and those need to be adjusted for MC resourcpacks.
Here is an example, map_Kd example.png it is recommended to replace that with map_Kd #example.
The # defines it as a variable and simplifies things a bit.
6. You'll have to create a JSON file for your model, with following content:

{
    "loader": "forge:obj",
    "model": "<path to your obj model>.obj",
    "flip-v": true,
    "textures": {
        "particle": "<path to particle texture>",
        "example": "<path of the another texture>"
    }
}

The example in the textures here, is the replacement for the variable we defined in step 5.
This makes it possible to use this .obj model for various different blocks now as you'd do with normal models.

That is basically it, it's not too complex once you get the hang of it.
You can also define display settings in the json file.

dusty totem
fervent onyx
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Yes.

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But considering that you also require all players to install Optifine 🤷

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Using the forge method, you can btw also provide a "worse looking" version that works in vanilla as a fallback.

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So people with Forge would see the good model, and people without would see at least some model.

dusty totem
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Oh i see, thank you!

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The issue now is how to shape the model xD