![]() ![]() In the image below, you can see an example of an unwrapped UV map (blue = north, yellow = south, pink = west, green = east, white = top, grey = bottom). In box UV mapping, the map of the elements is unwrapped automatically and works for all faces by default. In per-face UV mapping, Blockbench offers the Auto UV feature, which correctly scales the mapping of a face. that the texture does not get squashed or stretched. It is very important that the ratio of pixels is preserved on the model as well, i.e. ![]() In Minecraft, a pixel on the texture corresponds to a pixel on the model (1 unit of scale in Blockbench). The UV map defines how a texture is applied to the model. In the Minecraft art style, this solution is preferable to using many small elements to depict the same object/parts of an object. Small parts of an object can be depicted by a single large element with certain pixels strategically being fully transparent. Minecraft models utilize planes (elements with only 2 faces) and transparency, often together. Examples of this principle can be found throughout the game (barrel, cake, log, grindstone, pumpkin, melon, cocoa pod.). For example, rotating elements next to each other in order to form a curve does not conform with the Minecraft aesthetic.Ī spherical or cylindrical object would be translated into a single element. Rotated elements can be found in many Minecraft models, but their use needs to be justified. Rotating an element to create a slant instead is preferable. Therefore, depicting slants and curves as stairs needs to be avoided. However, simplifying shapes shouldn't go too far, to the point where they are no longer recognizable. It should always be a goal to keep the element count as low as possible while still accurately depicting the object. The overall shape of an object should be defined by the model and most of the detail by the texture. Minecraft's art style is founded in simplicity. It contains materials on how to properly use Blockbench and take full advantage of its features. If you plan to create Minecraft art and aren't fully familiar with the technical aspects of it, reading Blockbench Overview & Tips is highly recommended. Please keep in mind that not all of the mentioned principles apply universally to non-vanilla art styles or to art unrelated to Minecraft. It is intended to help you create models and textures that fit right into the vanilla game and to unify the terminology for the community to give more efficient and constructive feedback. There’s no earthly reason why anything should look low-res if you render in high-res because you’re not actually using images for textures.This set of guidelines covers the properties of the Minecraft art style. You can even bump the resolution up to 4K or higher if you have the time to wait for stuff to render. I don’t know 2.79 or Macs, so you might have to hunt for that. If you’re rendering out properly in a separate window and not in the viewport as you go along, there’s a setting for Output Resolution in the Output tab. Someone once told me that lighting is what makes or breaks just about any 3D scene - I haven’t come across many cases when this isn’t true.Īs far as the low-res is concerned… I have no idea what you mean by it. 8 or something, will light up whatever it’s attached to like a Christmas tree. The Emission shader, if you set the strength to, say. You could move your lights around the scene a bit. I would say that your first bet to light the gauntlet would be to play with your light setup. Can someone give me a step-by-step tutorial on how to fix both of these problems in View2? View1 originally was blurry, but I fixed it. Another problem with the reflection is that it is reflecting off the empty space around the sword, meaning I had to move the sword into the sheath for it to not look so awkward. That’s not bad for, say, the custom sword (which was accidentally backwards in View1), but for skin it is a problem because skin does not reflect light like a mirror would. See, the texture is blurry, and the model reflects light. View1 works fine and isn’t blurry, but View2 has been troubling me for days. I’m not very good at making models in Blender, so I make them with BlockBench (a tool originally created for Minecraft models but has a “free model” that is not restricted), export it as OBJ, and load it into Blender at which point I resize & position it as needed. See, I’ve been trying to create renders of my Minecraft skin in different scenarios. ![]()
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