How to Make Custom Models

Things you will need

  • You will need a free program called Blockbench for this tutorial.

Blockbench workspace

Workspace example
Select the workspace from the new tab option under the "Minecraft" category you will find the list of workspaces here.

The workspace you will need to use will vary depending on the model type. Read the chart below to know what Blockbench workspace you will need to use.

Model type:      Blockbench workspace:      MCreator workspace:
Block model      Java Block/Item      Forge/Fabric
Item model      Java Block/Item      Forge/Fabric
Armor model      Modded Entity      Forge
Living entity model      Modded Entity      Forge/Fabric
Projectile model      Modded Entity      Forge/Fabric

Living entity models

To create living entity models you will need the "modded entity" workspace.

Project settings

Your project settings should be as follows

  1. File name, texture name, and model identifier name must be the same.
  2. The names above must not be the same as any other modded entities in your mod's namespace.
  3. The characters must be English lower case letters and no spaces or characters should be used exept for '_'.

 Use the chart below to find the proper export version for your mod's game version

Export setting:      Minecraft build:
Forge 1.7 - 1.13      Minecraft 1.7 to 1.13
Forge 1.14 (MCP)      Minecraft 1.14
Forge 1.15 - 1.16 (MCP)       Minecraft 1.15 and 1.16
Forge 1.17+ (Mojmaps)       Minecraft 1.17 to 1.19

Outliner structure

Outliner example

Your outliner structure where your cubes and bones are made should look like the following in newer versions of Blockbench. In order for animations to be render correctly you must use sub_bones so that when the animation is applied MCreator won't render the animation at odd angles. The fix for this is just to add a sub bone or folder to the main folder.

Creating entity and block textures

Create texture example

For entity and block textures follow the steps below.

  1. Select all the cubes in your model
  2. Click the Create texture
  3. And use the same name as your file name for your model.
  4. Use the settings shown above
  5. Click confirm

Once you have done that you should have a UV map like below but with the amount of cubes you have in your model.

Keep in mind folders (bones) don't have UV maps.

UV map example

You can now paint the cube faces using the build in paint tab or export the texture and import it to a third part image editor like GIMP or Paint Dot Net. Keep in mind if you use a third party application you will need to pop back in and out of blockbench to check the changes. It could be handy to paint over the cubes using Blockbench's paint tools then export the image and texture it in third party applications so you know where the pixels are for your texturing.

Blocks display settings

Display tab example

For blocks and items there is one extra tab that can be selected that can change the display or view settings of different perspectives when using the item, things like hand view perspective third person and other world display settings like item frames and dropped items.

Example of default presets.

In addition you can quickly set up a perspective using built in presets for the following. If you click on the tripple dot icon you can apply it to just one slot or all slots which will apply it to just the display page your on or all pages.

  • Default item
  • Default block
  • Default weapon
  • Default rod
  • Ground (armor stand)

Example of slots, references and presets

Presets

In the example above you have three control sections first being "presets" that controls the copy and pasting as well as making custom presets or using existing ones you have made or the default game presets.

Perspectives

The next line of icons under "perspectives" has several display ports for your item or block in the following order.

  • Third person right
  • Third person left
  • First person right
  • First person left
  • Head
  • Ground
  • Frame
  • GUI

References

The next line has some general perspectives for each setting each tab has their own references. These are just to see how it looks on other parts of the game like when the item is being held by a zombie or by a player or in a armor stand etc.

example for rotation translation and scale

Now we move on to the last section for this guide the "rotation", "translation", and "scale" settings keep in mind the "pose angle" is not used in your display settings and is just used for seeing how the angle of the pose looks at other degrees.

Rotation

Rotation controls the three axis angles X, Y and Z in that order

Translation

Translation controls physical location of the item or block in the perspective. 
Basically this controls the offset on the X, Y and Z location where it will be viewed from.

Scale

Scale controls the overall size of the object. 
This can be useful for when items appear to big or small in a perspective, and need to be scaled up for better visibility.



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