#fence texture
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Please make sure to read #1029373817119838218 as it may answer your question!
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the post uses the middle strip of the texture and the side bits use the parts that correspond to their location in the block
you can change this with a resource pack if you change these models though
you can find all of the vanilla models in the game files if you have other questions like this
!faq default pack
Disclaimer: Use these packs as REFERENCE, don't put your models inside them, it just increases your pack needlessly. Also don't put any of the unedited files from it into your own pack. The distribution of default assets in your pack is illegal.
For Java Edition:
Simple Method
Use the Pack Creator utility from the Resource Pack Utilities Blockbench plugin. Make sure to enable the Import vanilla assets option.
Manual Method
(This works the same for all versions, 1.21 is just used as an example here)
Go to .minecraft/versions/1.21 and open the 1.21.jar file with a zip program.
Alternativley you can copy the .jar file and change the file extension to .zip, then double click it.
Extract/copy the "assets" folder from inside the jar. This folder contains all the default models and textures.
For Bedrock Edition:
Go to the bedrock resource pack documentation and scroll to "Building the Resource Pack". The download for the vanilla resource pack can be found right above that title. You can also use this Direct download link.
can you give me an example of placement?
ah, thanks
the placement of the texture on the model is called a "UV"
I think there's another faq with more info
!faq uv texture
With box uv the size of a cube is floored for the UV map calculation. This means that any size smaller than 1 will result in a 0 pixel wide UV map, which will look glitchy and prevents you from texturing it. To prevent this make sure all of your cubes are at least 1 unit long in each direction. To create smaller cubes, use the Inflate slider.
Definition
A UV map or just "UV" is the information in a model, which parts of a texture are shown on which parts of a model. UVs can overlap and hence cause several parts to use the same area on the texture.
Editing a UV Map
You can edit a UV-map trough the UV window in the top left.
Make sure to have a cube selected which you want to UV map and freely resize/move the selection box in the UV window.
You cannot resize the UV selection if you're using Box UV
What do the value fields below the UV window mean?
Per-face UV: The first two values are the x/y position (with 0/0 being in the top left
corner) of the UV map, and the last two values its width and height.
Box UV: The 2 values are the x/y position of the UV map. The size of the UV map depends on the size of the respective cube.
I don't wanna bother with any of that, just let me draw on the model!:
Select all elements (Ctrl+A) and, create a new texture and make sure to select "Template" as type.
This will create a new texture that will keep already existing texture information, but assigns each element a unique section in the texture.
hope this helps 👍
in Blockbench you can drag it or type in the numbers manually