Things you will need
- You will need a free program called Blockbench for this tutorial.
Blockbench workspace
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
- File name, texture name, and model identifier name must be the same.
- The names above must not be the same as any other modded entities in your mod's namespace.
- 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
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
For entity and block textures follow the steps below.
- Select all the cubes in your model
- Click the Create texture
- And use the same name as your file name for your model.
- Use the settings shown above
- 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.
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
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.
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)
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.
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.