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Hello there, fellow Minecraft enthusiasts! I've got something exciting in store for you today—I'm here to guide you through the intricate process of creating awe-inspiring 3D weapon models, much like the ones featured in my "Blades of Majestica" pack. With this knowledge, not only will you elevate your Minecraft experience, but you'll also contribute to a burgeoning community of weapon artisans. Let's dive right into the world of 3D modeling!
Laying the Foundation: Setting Up Your Resource Pack
Before we embark on the journey of crafting 3D weapon models, let's ensure we're well-prepared. First things first, you'll need familiarity with crafting texture packs. This knowledge is crucial, as without it, your weapon won't even make its way into the game. For the sake of clarity, from now on, we'll refer to our 3D weapons as 'models'.
also few things to note custom models can be only displayed in game with either OPTIFINE or CITResewn mod!
Here's your step-by-step guide to getting started:
Or alternatively you can watch this video that shows how to make basic texture pack structure
Crafting Captivating Weapon Textures:
Now that your resource pack is primed, it's time to roll up your sleeves and begin crafting those compelling 3D weapon models. But, before we dive into the modeling process, make sure you have two essentials at your disposal:
With your tools ready, let's get started on crafting your model's texture:
Once your texture is complete, save it within the
Creating Your 3D Weapon Model:
We're now at the precipice of crafting your 3D model!
Let's proceed step by step:
Laying the Foundation: Setting Up Your Resource Pack
Before we embark on the journey of crafting 3D weapon models, let's ensure we're well-prepared. First things first, you'll need familiarity with crafting texture packs. This knowledge is crucial, as without it, your weapon won't even make its way into the game. For the sake of clarity, from now on, we'll refer to our 3D weapons as 'models'.
also few things to note custom models can be only displayed in game with either OPTIFINE or CITResewn mod!
Here's your step-by-step guide to getting started:
-
Begin by establishing a comprehensive resource pack structure within the "resourcepacks" folder. This structure is key to informing Minecraft that you're bringing in custom content.
Your pack folder's path should read:your_resourcepack/assets/minecraft/optifine/cit/item
. This meticulous structure is necessary for OptiFine or CITsewn to load your 3D models. Your model files will also reside here.
Additionally, create aminecraft/textures/item
folder within this structure—this is where you'll house your weapon's textures.
Name your "pack folder" anything you like, but remember that this name will be showcased in Minecraft's resource pack selection.
Inside your pack folder, you'll require two additional files: "pack.png" for your pack's logo (which can be any resolution as long as it's square) and "pack.mcmeta" to define your resource pack's version and functionality.
Or alternatively you can watch this video that shows how to make basic texture pack structure
Crafting Captivating Weapon Textures:
Now that your resource pack is primed, it's time to roll up your sleeves and begin crafting those compelling 3D weapon models. But, before we dive into the modeling process, make sure you have two essentials at your disposal:
Blockbench: This tool will serve as your model-making workstation.
Graphics Program: For crafting textures, I personally prefer Photoshop. However, you can also explore alternatives such as Aseprite (ideal for pixel art) or the free alternative, Gimp.
With your tools ready, let's get started on crafting your model's texture:
Create a new image in your chosen graphics program and select your desired resolution. While 16x16 or 32x32 are popular choices, I recommend 128x128 for greater creative freedom.
Begin by creating a basic, monochrome outline of your weapon. Use different colors to distinguish various parts, forming a rough idea of its shape.
.Gradually add colors, intricate details like engravings or shading, and bring your weapon to life. If you're new to pixel art, dive into a few pixel art tutorials on YouTube to master this skill.
To facilitate smooth modeling, meticulously separate different parts of your weapon—such as the blade, guard, and hilt. Always maintain an even number of pixels when moving parts to avoid complications during the modeling process.
Once your texture is complete, save it within the
/textures/item
folder, naming it as you prefer (e.g., "dragon_slayer_sword"). Remember, use lowercase and underscores instead of spaces to ensure seamless loading in-game.Creating Your 3D Weapon Model:
We're now at the precipice of crafting your 3D model!
Let's proceed step by step:
Open Blockbench and navigate toNew > File > Java Block > Item
. Give your model a name—there's no need for a parent name—and you can stick with a 16x16 resolution.
Drag your crafted texture onto Blockbench from its folder. Utilize the "Extrude Image" option to automatically generate a model from your texture. Ensure "Scan Mode" is selected to areas.
Now, select the separated areas of your model and reposition them using keyboard shortcuts (usuallyCtrl + LMB (too select multiple cubes)
hold shift while changing postion
). this will most likely properly snap your model part to the other one without more adjustments.
On the right side of the screen, you'll find cube size adjustments. Fine-tune these numbers to add depth and shape to your weapon. Smaller values like 0.125 or 0.25 work best.
Adjust positions, rotations, and scales in the display settings on the left side of the screen to suit various in-game perspectives. I don't have to explain it as its just bunch of sliders, you should just play around with it until you're satisfied.
Once satisfied, export your creation by selectingFile > Export > Export Block/Item Model
to create model.json file and save it in the folderoptifine/cit/item
Additionally, you'll need to create a file in this folder.modelname.properties
file in this folder. If unsure, you can refer to an existing one from my pack and edit the name and contents to match your model. This file dictates how your model behaves in the game, such as changes when renaming the weapon in an anvil. Its contents should resemble:type=item
(i dont know how to turn text file into .properties so you're better off by taking it from my pack and editing name of it and contents of it
matchItems=diamond_sword gold_sword <you can add more items here to change upon renaming
nbt.display.Name=ipattern:*weapon_name* <in game name for model
model=./yourmodel.json <tells the game to load this model after renaming in game
you want it to be same file name as your model file.)
Finally, we're approaching the moment of truth—time to test your creation in Minecraft!
If you made it here you might as well join our discord!
Credit | ChatGBT for making text more readable |
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