#how to make rhombus (Elevons of a Jet)
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With lots of effort and patience.
bro got too real 
I mean, minecraft only supports cubes, rhombuses aren't cubes.
guess I'll just stack like 3 Cubes sideways and call it a day
do you know a better approach than this?
There is a trick, but I generally don't recommend it.
Apply a super high res texture to the cube, with the rhombus shape being drawn on top of it.
first time block bench user my jet probably offends you in every way imaginable 
Not a style I'd use myself π€· But I know my past self as well as lots of other people would like it.
Though, you'll soon realize that it's really hard to make such models that you can use in MC.
(E.g. only one axis rotaiton)
what do you mean by that 
Can only rotate cubes on one axis at a time
You can always make it in a generic model and then use either a shader or 3rd party mod to load in the OBJ, but that's a lot more work.
what do you mean by "generic model"?
Mesh models.
Blender?
Those don't really have many limits, but cannot be used in vanilla MC without abusing shaders, or a mod.
Yeah I'm going for a mod
but I specifically chose Block Bench to keep the Blocky Minecraft feel
Should've added the modded tag when you're making a mod 
my apologies
Forge has a built in loader for .obj models, on other modloaders you might need a 3rd party library.
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.
- Flip your model along the z axis, south and north are flipped in the exported obj models.
- Move your model by +8 on the x and z axis.
- Each cube and mesh, must have a unique name
- You can export the model now, default naming rules apply
- 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.pngit is recommended to replace that withmap_Kd #example. The # defines it as a variable and simplifies things a bit. - 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.
Going with a mesh based model would give you more freedom, and seeing your model, also be better for performance.
Forge has a built in loader for .obj models
Just more info on that ^
thanks
Though, keeping the style blocky is something you'd have to do on your own.
Seeing that your current model also isn't very blocky π
well since I don't really have much experience with 3d
I thought about getting the shape of the jet down first then blockifying around it
since as you can see on the image I sent earlier I'm only going for a shape soo far 
I guess choose the approach that works for you, but right now your model seems to be going for a as 1:1 copy as possible.
Yup
maintaining the shape of the jet is proving a lot harder than I thought it'd be sadly
I don't believe there would be problems with just deleting the Shape Model later on?
No, it should not cause problems.
what does this mean exactly
Create a cube, rotate it on the y axis and then try to rotate it on the z axis
Oh right, mod. I assume you're in the entity model format?
yup
Yeah, then nevermind. Still assumed block/item due to the tags.
my apologies again
Just a friendly reminder, each rotated cube becomes an animation bone in the export, suboptimal for performance.
(Just a limitation of the entity format in MC)
can you list stuff that kills performance?
Depends on the model type, and how you define "performance"
E.g. rotated cubes are only turned into animation bones for entity models.
You likely won't notice a performance drop unless you have hundreds of such cubes per model and multiple of those models per world.
For block/item models large textures can be bad (not for performance reasons,
but because all block/item textures are merged into a large texture file, that has a maximum size)
Generally speaking, each cube costs some performance to render. For block Item models, MC can usually handle a few billion cubes that render in your world at once (if the model is well optimized)
For entity models it costs a bit more performance, but it's not that bad.
if only java was as well written as bedrock 
Oh, don't worry it is 
Java just runs on way older (and therefore weaker) hardware than bedrock does.
hardware or software
Hardware.
my computer is strong 
I assume you do want people to use your mod, right? π
Also, when writing a mod, you can use better optimized approaches for what you want to do.
E.g. based on the looks of your model, using a mesh model + some extra effort to render it rather than a vanilla entity model, would likely void all performance concerns one might have.
so I should use blender?
Blockbench can create such models too, and potentially even makes it easier to keep a "minecrafty" style.
The tool is a matter of preference.
The question is just whether you want to go trough the extra effort of using an .obj model for an entity.
what gives us best performance
honestly should I just hire someone I got a 200$ budget
Default rendering practices, whatever requires the least calls to the GPU and has the least polygons.
I want to once again point out, performance in MC can be very situational, if you'll just have that 1 plane in the world at once, you likely wouldn't notice anything.
Maybe even 10 could be fine π€·
If you want like hundreds instances of that plane model in the world, I'd definitely recommend .obj model with the extra effort it takes to render those.
If you want only a handful, the effort likely wouldn't be worth it.
for my video (which I am making this for specifically) I only plan to have at max 3 of these 
Yeah, then don't care about performance.
I'll ofcourse make the mod public but then the it also is like a "YOU PROBLEM"
As long as it doesn't become a "us" problem because it get's added to tons of modpacks and causes issues there π /hjk
I'm gonna try my best to keep it optimized but I do not plan on commissioning the model (I want to be a part of the mod)
<:e:1149743621755641909>
literally necro posting but @gray tree and @fickle hatch the mod dev I'm talking to said its impossible to use Obj (blender model) in minecraft mods
so now I'm confused if there's something I'm missing or the dude just wants money for the model
Which modloader is that dev using?
Only Forge (& NeoForge) have it built in, Fabric and Quilt need a 3rd party library.
Were you making the model as a comission? If yes you should've asked in advance what formats are fine.
Or are you trying to comission a mod dev to code the mod for you?
Forge
this
also ping when you reply
If it's not to late, I'd recommend you to find another modder.
Otherwise, sent them the messages from !faq forge-obj
If they are still adamant that it's not possible... π€·
I haven't paid yet since even I was like "
" when he said its not possible
also here's the model, BLENDER IS DAMN HARD ON A 60% KEYBOARD
I assume you kept in mind that using .obj models for entities is harder than block models?
If you want anything animated on that model, it needs to be split into multiple models.
Maybe that's what the modder is not comfortable with.
gawd damit
I mean, it's still possible, you can load the model as a block/item model, and just render it instead of an entity model.
It's not that hard, but something maybe 1 out of 1000 modders have ever done.
that is worrying
considering I made it in blender since you said better performance
With everything I said, I assumed that you are going to create the mod on your own.
Would've told you to first ask what the person you want to commision is comfortable with, if I knew that you want to comission someone.
canβt we use the obj?
Because the giga problem is that the jet requires dynamic flap movement
which would mean in this case 6 different models
Like I said, if you split it into 6 different models, it is possible to render them as block models inside your entity.
(Mushroom cows render the mushrooms this way)
And those can then also be animated.
!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.
- Flip your model along the z axis, south and north are flipped in the exported obj models.
- Move your model by +8 on the x and z axis.
- Each cube and mesh, must have a unique name
- You can export the model now, default naming rules apply
- 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.pngit is recommended to replace that withmap_Kd #example. The # defines it as a variable and simplifies things a bit. - 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.
@gray tree can we like convert my obj file to the other formats?
Depending on how old of an version (1.12 and older iirc)
Forge did have .f3d (or .fbx?) model support which allowed animated mesh models.
Beyond that, there is no alternative to .obj
so what do I do now
I have a funky finished Blender model but I require a "not-OBJ"
You can search for a modder that is willing to work with .obj models
Considering that you are willing to pay, it would surprise me if you can't find anyone.
I can't find anyone thats willing to work 
You aren't in any of the major modding discord servers, where are you even trying to find people? π
https://discord.tophatcat.dev/
https://discord.com/channels/176780432371744769/1026620266698248262
Check out the Minecraft Mod Development community on Discord β hang out with 6102 other members and enjoy free voice and text chat.
Fiverr mostly because of how much they protect you and the freelancer
Yeah... no serious modder that does comissions works on Fiverr
Most people you'll find there are beginners hoping to make a few quick bucks.
I can recommend you a few trustworthy people, but they'd likely be more expensive.
A good approach is usually x% in advance, y% if certain milestonse are reached (for larger projects) and z% afterwards.
A decent scam protection for both sides.
I hab 200$
Try to message iitemstack, they are doing comissions for a living iirc, are very experienced.
could you help make my post on there
how do I approach this iitemstack guy
obj -> block bench -> bedrock model - > geckolib?
