#texture

42 messages · Page 1 of 1 (latest)

safe scaffold
#

Hey my texture seems to be all jumbled up I'm sure there is some easy fix I am not seeing but I have been looking for hours without luck

upbeat viperBOT
#

Welcome to the help forum! Once your question has been resolved, please mark the post as closed by typing !close.

safe scaffold
#

This is what its supposed to look like

visual cave
#

can u share texture and json?

nocturne ice
#

I might be seeing things, but did you really make each pixel its own cube?

safe scaffold
#

This is my first model so I don’t really know much

safe scaffold
#

PNG model of what I was trying to do

nocturne ice
#

!faq texture-to-3D

upbeat viperBOT
# nocturne ice !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.
nocturne ice
#

Method 1

safe scaffold
nocturne ice
#

yes

safe scaffold
# nocturne ice yes

I think I'm just too stupid because I'm not exactly sure what I am doing at this point because I'm bad at code stuff.

#

its not letting me make or save the file

#

(I'm sorry I know this is probably frustrating I just really have no idea what I am doing or what I am doing wrong)

nocturne ice
#

also, the value of layer0 needs to be your texture, not "item/handheld"

#

(your parent should probably be "item/handheld" though)

safe scaffold
nocturne ice
#

what did you put in your .json this time? (copy/paste the text in here)

safe scaffold
# safe scaffold

Okay I didnt crash this time but the texture still looks like this

nocturne ice
#

you have an excess { at the start

#

and the texture path starts within the "textures" folder of your pack, so currently it would look for assets/minecraft/textures/netherite_sword (which isn't where your texture is nor can it be loaded from there)

safe scaffold
nocturne ice
#

where in your pack is the texture?

safe scaffold
safe scaffold
nocturne ice
#

then you write "item/netherite_sword" as your layer0 value

nocturne ice
#

it's faster to just try it than to ask me, but yes

safe scaffold
#

but its sized as a normal minecraft sword

nocturne ice
safe scaffold
# nocturne ice

okay well thank you for being so patient and for all the help. I will let you know if I can figure it out so I will (close the thread

#

!close