If you're reading this, chances are you've seen a custom in-game model and thought: "That’s actually pretty cool… I want to try that too!". So you searched for tutorials, maybe asked a modeller or two for advice, and downloaded Blockbench. However, when you opened it, you were greeted by a wall of settings and tools that made you close it just as fast. You're not alone here, so with this guide, I hope to at least help you take your first steps into the world of 3D-Modelling!
Prerequisites & basic notions
In this section, we will talk about the necessary tools and concepts you will need to know before getting into modelling! If already have experience with 3D-modelling, you're free to skip this part if you'd like :]
A) Blockbench App
We've mentioned Blockbench before, but what on Earth is it in the first place? Just like other apps like Blender, it is a tool that lets you sculpt and texture models, primarily for Minecraft. The first step you must take to start modelling is to download it! Click on the link found below, or look for "Blockbench download" on Google
Download the Blockbench app here! Make sure to choose the right version according to your OS (Windows, MacOS, etc.) - https://www.blockbench.net/downloads
As stated in the RoleplayHub server store, the models you see in game must be made by members of the official Media Team. This means that unless you intend to apply for this team, your models will not be added in game. This decision is necessary to upkeep a consistent artstyle in the modelling team and ensure that the server stays as vanilla-friendly as possible. If you're still interested, though, feel free to apply for the Media team!
C) Trial and error, and success!
Last, but not least, remember that 3D-Modelling is just like any other form of art; you will need tons of practice to reach a level where you'll be able to take commissions for virtually any concept to turn it into a Minecraft model. During your practice, don't be ashamed of looking at references made by other modellers! When figuring out your model's shape and texturing, I recommend looking at model repositories to get a clearer view of what you want to make. Here are some examples of places you can look at to get some inspiration:
Repository Name | Description | Reference picture |
Blockbench Discord Server | In this community, Blockbench artists tend to share their creations in #model-archive. Make sure to check it out every now and then! |
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McModels Store | Though this is a commercial website, it’s still a great source of inspiration, especially thanks to its category search feature. This allows you to filter models by type (weapons, food, furniture, etc.) to quickly find what you're looking for. |
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Image Search Engines (Google, Pinterest, etc.) | If you'd like, you can also search for more specific concepts to see whether someone has already attempted to create them. If the previous repositories didn't have what you were looking for, this one might be exactly what you need! |
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Remember that when taking inspiration from external work, you shouldn't try to replicate it pixel by pixel. While it’s generally acceptable to follow a similar geometry (especially if it’s a common design used across multiple artworks), you must avoid tracing or directly copying someone else’s work if you intend for it to be shared publicly as your own creation.
How to use BlockBench!
To make our first model, we'll be using a Tennis Ball as the main reference. Let's get down to it!
To make our first model, we'll be using a Tennis Ball as the main reference. Let's get down to it!
Step Description | Visual Showcase |
1. Create your project Once you boot up BlockBench, you'll first need to create a new Java project. For this, click on the Java Block/Item button. After this, you'll be prompted with a menu to change a few settings, but don't worry. You won't have to change any. Simply click on the Confirm button to close this menu. | |
2. Add your element Now that you have your project set up, it's time to actually model your object! For a tennis ball, we will need a simple cube. To do this, click the Add Element button and you'll see an untextured block! By default, this block will appear in one of the corners of your grid. To avoid display issues later down the line, let's center it! Use this set of instructions to get the cube to go to the middle of your grid: Select your element > Transform (upper toolbar) > Center > Center Lateral | |
3. Resize your element Congratulations! You now have your little cube. But hey, it's a little too small for a tennis ball, don't you think? If we kept our model this small, the texture would be of only 4 pixels! That might be enough for a marble, but not nearly enough for a tennis ball. For this model, we’ll want it to be 5x5x5 pixels. To use the resize tool, press the S key and select the cube you created earlier. You’ll then see red, green, and blue rectangles; drag these until your element measures 5x5x5 pixels. Here are some tips to help you navigate the modeling environment more comfortably:
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4. Give your cube a texture Now that we have your tennis ball shaped up, it's time to texture it! To do this, you need to head over to the texture side bar, located on the bottom left side of your screen. Once you find it, click on the Create Texture button. For the sake of simplicity, we won't change any of the settings, as we'll get to them in a future guide. For now, click Confirm to give your model a texture! | |
5. Paint your model! We're almost done! Now that your cube has a texture, you can start drawing over it. To do so, tap the B Key on your keyboard to enter the Paint mode. In this guide, we won't talk much about texturing, so you're free to use whichever color combinations you'd like. Otherwise, you can use the following colour codes and paste them above the colour map:
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6. [Optional] Save your model Hooray! You've made a tennis ball! While this is just practice, it is recommended that you keep all these models to see your progress overtime and improve on what you might struggle with at a later date. In any case, when saving your model, I recommend creating a folder with the name of your model. This is because, when exporting a 3D Model, you'll obtain these files:
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You've reached the end!
Congratulations! You've reached the end of the first 3D Modeling Guide! With everything you've learned so far, you're now able to create simple models and apply basic textures. Do keep in mind that we skipped some steps needed to fully implement a model in a game (item display, texture recycling, UV mapping, etc.). That said, If you're ready to step up your game, head over to the next guide!
- Creating your first model! [You are here!]
- Texturing Style & Palettes [WIP]
- Displaying your model! [WIP]
- Model geometry & flat textures [WIP]
As always, feel free to share your creations in the reply section of this thread!
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