Minecraft tools download obj






















Key tip: to see what you're doing, export the model and view with a viewer. I usually work by adjusting the box size and export options in Mineways, export, then viewing the file in G3D which reloads the viewed file when you tap the "r" key or, for. The resulting file s can then be imported into a huge variety of 3D modelers and viewers, e.

See this section for instructions for various popular modelers. Even if you don't have a 3D printer, you can still get it printed, usually for a reasonable price. See the next section for how to get going. The big difference between rendering and printing is that 3D print models must be solid and well-formed.

Currently Mineways treats all blocks as solid, full blocks: half-steps or stairs are treated as blocks, as is every other block. There is also no transparency for the materials, since printers do not currently support this type of creation. Models for rendering can, when full texturing is on, include billboard models for flowers, saplings, crops, and other elements. Note that the billboard locations are added in comments to the output. OBJ and. WRL files.

In this way, a dedicated modeler could substitute his own elaborate grass, flower, or other models in place of the simple billboards Minecraft provides.

To make your model immediately viewable on the web in 3D, choose the third option "Publish to Sketchfab.

It's fun and easy, honestly. Go here for detailed instructions. Note that Mineways can read any old-style schematic file by using "File Open Schematic files are commonly used to share constructions among builders. Tools such as WorldEdit or MCEdit can be used to import them into other worlds, make duplicates, and many other operations. You can also upload and share these files on sites such as Planet Minecraft.

Signs will not have text, chests will lose their contents, objects such as paintings are not exported, and heads are turned into pumpkins. Currently no export options beyond the dimensions and the rotation angle affect schematic export in Mineways, and the rotation angle only partially works, mostly for full blocks that do not have any orientation.

In other words, the orientation angle will rotate the model as a whole, but each individual block will not be rotated: stair steps and signs will still go the old direction, rails get "interesting," and so on. I'd avoid it Also, 1. The zoom level affects the result, though will differ slightly from what you see on the screen for boring reasons. While you can manually export any portion of the map manually, the real power is from using scripting. You can make a simple text file to specify more than one map.

Each map can be set to display a different part of your world, or even a different layer, by adjusting the maximum Y height. If you want to edit these maps, consider using ImageMagick , which lets you perform all sorts of annotations and much more.

You can then make animations like this and at a slower speed : Out of memory? Under "Help", the "give more export memory" frees memory as possible while exporting. This option can allow you to export a large model you normally couldn't, at the cost of slower map update and export. What it does is unloads all stored world chunks the 16x16x high pieces of your world when exporting, reloading these after export. Also, the chunks loaded get reduced in size, which can help showing large maps on extremely limited machines such as Windows If that fails, you can use scripting to export your world as separate "hunks.

This viewer now recognizes a special tag in the OBJ's material description that makes Mineways models display with the classic blocky Minecraft look. If you use VRML or STL files, MeshLab is a fine free viewer for these other formats for 3D printing however, it does not handle transparency and cutouts well, so is poor for viewing renderings. Download this special version of G3D here. Unzip and run, then drop your. OBJ file on to the window to view it.

Simpler yet, you can set up your Windows system to view. OBJ files with G3D when double-clicked. Just run register-G3D-viewerrun-as-administrator. Hold down Shift to go more slowly, Alt to go fast. Escape to quit. Aside from being a lovely renderer, G3D has additional features such as making a screenshot F4 and recording a video F6.

Press F11 to see various developer features. The master G3D site is here. Here's an example, side to side, of a lot of the blocks in Minecraft.

G3D displaying an OBJ rendering file:. Color Schemes Color schemes allows you to change the color for many blocks, and - extremely useful for 3D printing and some rendering applications - remove any blocks you want from view.

One tip: you can eliminate all glass from your model by setting its alpha to 0 in a color scheme. This part of this video shows how to use color schemes to do this. Note: with the new file format introduced with Minecraft 1.

Mineways still uses a form of this internally, so the feature is still in place. Also, Mineways has evolved to provide colors for different colored blocks of the same type. For example, the various different wool blocks will display using their colors. Changing the color of the wool block using a color scheme will change only the white wool version of the block. Color schemes still have their uses, such as for removing some blocks from view and from export.

Color schemes use my internal block type numbering system for blocks from 1. How to use a color scheme: From the menu, Add a new color scheme, then Edit it. Change the name "Color Scheme" at the top of the dialog that pops up to something useful, then select any block type to edit it. Color is given in hexadecimal color format. Blocks with an alpha of 0 will be deleted when exporting. You can turn off export of all blocks by using the "Hide All Blocks" button. This feature allows you to create separate parts, e.

The "Hide Tree Blocks" hides all log and leaf blocks, making printing of 3D terrain simpler trees are sometimes hard to print well. Changing the color will affect the 3D print model's color for only the "solid material colors" and "richer color textures" export modes; "full color texture patterns" the default on the export dialog will not be affected except water, a little bit. To change full color textures' colors, you need to edit the input terrainExt.

For example, this model of our spawn area is 15 x 9. Expensive models happen because either the model is too small, or too large. The problem with models with only a few blocks in them is that you'll then scale it up to see it: each block itself is then massive. You have to pay for each block's volume. Mineways can't help you much there, you'll need to use a CAD program to hollow out your object manually.

Shapeways has a tutorial on hollowing. The more common problem you can hit is the blocks are not small enough.

The cause is that, by default, Mineways exports the model to print at a safe size. Colored sandstone has a thin wall dimension of 2 millimeters.

This means if some wall in your model is less than 2 mm thick, it is in danger of breaking into pieces if printed in color. There are some solutions to the price problem: Switch to the white and flexible physical material.

Choose this material in the options dialog on export and the thin wall minimum drops to 0. You do lose color printout, but can paint the model yourself. Your model should print safely.

Print it smaller and cross your fingers. I like this scale a lot, it's cute. Two examples: World in a Bowl and Sentinel Castle. If you don't have any tree trunks which at 1 mm will snap right off , thin walls, or other filigree, the model should be fine. You can remove trees from your model by using a color scheme that makes leaves and logs invisible.

See this video , which shows how to make glass blocks invisible; just do the same with logs and leaves. At worst, at 1 mm other little bits might break off.

Companion cubes will print with no problems, models of ships with thin masts and lanyards are much less likely to survive. Note that Shapeways itself might refuse to print your model if they believe some parts are too thin to support the structure; here's an example where Shapeways decided the support struts were not thick enough. Learn more about the options below.

These options are extremely useful for going to a smaller scale but still having thick enough walls. The strategy I like is to have the interior of the building get filled with blocks by using "fill bubbles" and then have "super-hollow" remove most of these blocks, leaving a shell that's thick enough to print.

Long and short, don't print what you can't see. Here's the rundown of the various file types you can select, including some subtleties about each. If you want to export to the glTF format, one indirect way is to upload to Sketchfab , make the model downloadable, then download from there. OBJ, absolute: Wavefront OBJ is an old format, so is commonly supported as an import format for a huge range of applications. By selecting "absolute" for the OBJ file, indices are absolute positive , the norm.

This is the format to use for export for upload to Sculpteo. See other export choices in the OBJ file export options documentation. OBJ, relative: relative indices are used on faces. It normally is used for single-color materials, but the exporter will use either the Materialise Magics or VisCAM format to attach colors to triangles - see this article. This text file can be read back into Mineways using "Import Settings" to set everything back the way it was set before. The main advantage is that this file type is a simple text file and so can be easily edited.

The format is trivial and so can provide a raw set of triangles for a model. While this format has been superseded by X3D , it is commonly supported by a wide range of packages.

That said, its main reason for existence here is that it's the only file format that Shapeways uses for colored models. The VRML file produced is tailored toward making a single texture for printing.

Note: Shapeways will properly preview all VRML output modes other than "solid material colors", where it has a limit of 16 different colors. These colored models will print fine, however. Export options There is a bewildering dialog that pops up on export, with a ton of options. You can blithely ignore this dialog and always just click OK or the Enter key.

However, some of the options are extremely useful, so plow on if you want to make sure your model is good enough, smart enough, and gosh darn it people will like it. World coordinates selection : you can see and change the 3D volume of space to export from your world.

If you want to know the location of a place in your world, use the F3 key when playing Minecraft. Note that negative values like Also note that your Y-value altitude is one higher than where your feet are located, and so two higher than the ground beneath you. Key tip: If you exported a model in an earlier session and want to use the same settings for another export, read the model file.

Create files themselves: the exported files themselves are also made available for previewing. This is done because too often the. Material Export Remember that for any format you can turn off a block from being output and being visible by setting its alpha to zero in your own color scheme.

On the left of the dialog are texture options: "Export no materials" option is just that. The color scheme's colors controls these. Rarely used or useful, but gives a different look. This option requires the terrainExt. The color scheme affects only the water color: the higher the alpha set, the more of the base color you define is combined with the water texture.

So, for a deeper blue, you can define the two water colors note there's a "stationary water" as dark blue or even black and a high alpha, e. This option creates many more textures, but can be considerably faster since not all textures are exported. These textures are similar to Minecraft's block textures, though possibly modified to improve how alpha cutouts look.

This mode allows you to later modify and swap individual textures in other applications such as Blender. It also is a better option for exporting high resolution texture resource packs where the block faces are x or larger , as having a single, large texture as generated by the other options above can be too large for systems such as Blender. Since each texture is separate, mipmapping works correctly for distant blocks. Various options are ignored in this mode, such as the various OBJ grouping and material options and the composite overlay faces checkbox.

Finally, if you make a zip and do not check "create files themselves," the PNG texture files will not be deleted, since they may be shared by other exports. Content is shown on the left exported with "all textures to three large images" and on the right with "individual textures. The "texture output" export option can save you much time if you are exporting again and again while using a large custom terrainExt file see the next paragraph for what that is.

You can export your model once with textures on, then modify your export and, by exporting to the same file name, you don't need to export the textures again. For the "individual textures" option, you need to uncheck all boxes to turn off texture creation and export - any one box checked means all textures will be output.

The other major option for texture export is "Export individual textures", just below the "full color texture patterns" option on the export dialog.

As noted in the previous section, this exports a texture for every block face used in the mesh produced. The "texture export" checkboxes below can also be used to suppress textures when using it.

All three checkboxes must be unchecked to stop texture export for this option. Also, since the "export individual" method truly exports only those textures needed, if you change the boundaries of your export, you may expose new blocks but won't export their textures if you turn off texture output in other words, suppressing texture export is then not a good idea.

That said, used properly, turning off texture output can save you time each time you export a model. Custom Terrain The one file you may want to change is the terrainExt. To select a different terrainExt. PNG file on to Mineways.

In either case, at the very top of the Mineways program you'll see what terrain file is active, right after the name of the world you've opened. Mineways supports a number of premade terrainExt. Visit the Textures page for previews and download links for terrain files not included in the Mineways distribution. If you have a terrain png file you would always like to use by default, copy it into the directory where mineways.

If you know how to use the command line , you can also use a command line option to specify the terrain file to use on startup, e. Yet another way is to use a Mineways script to change the terrain file. This is handy for exporting the same model multiple times, each time with a different terrain file applied. For a more thorough explanation of textures and how they're used in Mineways, read the Textures page.

To make terrainExt. Fine details are unlikely to be visible, though sometimes I'm surprised to see them. On the left, the basic x terrainExt. You can download high-resolution versions of terrainExt. In Mineways do "File Choose Terrain File" and select either; the higher-resolution version gives sharper results, at the cost of memory.

You can also interactively compare these sampling methods here vs. These textures are for the default Minecraft appearance. To avoid blur for your own terrainExt. You can use the TileMaker program included with Mineways use the "-t tileSize" option , or any other image manipulation program I'd use "nearest neighbor", if possible - IrfanView has this option when resizing a texture by doing "Size method: Resize".

Note: from experimentation, this higher resolution does not improve the clarity of 3D texture printing. There is a case where you'll want your textures to be blurry: when they're far in the distance.

Usually mipmapping is done by a renderer to make this happen. The Minecraft block textures are normally put in one large texture and each is given a border 1 pixel wide. This border avoids bilinear interpolation artifacts. However, mipmapping for extremely far blocks will not work well, since block textures are next to each other in this big texture. The solution is to either "Export individual textures" where each block face is exported to its own texture , or disable mipmapping for rendering and live with the artifacts other sampling techniques should work fine.

Wavefront OBJ has two concepts when it comes to polygon faces: named objects and named groups. In Mineways there can be one or more objects in a scene, each object can have zero, one, or more groups inside of it. Normally there is just one object exported; the "Make groups objects" creates a separate object which then contains a corresponding group.

Mineways has rough "block families. Each block in this family has a separate "type. Any number of polygons can be in an object or group. There is also a set of materials defined in the. One and only one material is applied to each polygon. Export separate types: on by default, this option says each type of block - stone, logs, fences, and so on - are put in a separate group. Turning this option off means no groups are created, which can be useful for simplifying import into rendering packages but can make editing more difficult.

This option does not affect how many materials are generated. Export individual blocks: This option is mutually exclusive with the previous option, "Export separate types.

By checking this box, all of every block's faces are output, allowing you to animate such operations as mining or explosions. This considerably increases file size and render time, so use it only if you need it. You may also want to check the Make groups objects option, e. For Blender you'll also want to make sure "Material per family" is checked. Note that the individual blocks option will change the appearance of some blocks, such as water and glass blocks, as all faces now have sides, which are visible.

Normally Minecraft removes these interior sides e. Material per family: on by default; blocks in a family or type; see next option have their own material. If turned off, a single material is used for all objects. When exporting individual blocks, this checkbox affects whether each block is in its own group making it easier to edit: move, delete, etc. Split by block type : Blocks have a family and a type. When checked the default , the individual types are used for grouping and materials.

If you find you are editing too many materials, turn it off and materials will be exported per family. You can see many of the families on this page , e. New materials are limited to those where there's a physical difference in the material itself, not just geometric changes.

For example, a cake being sliced will not give it a separate material and group. Crops are given separate materials for each growth level, and farmland for each wetness level.

Redstone wire is given separate materials for its 16 levels of power, even though Mineways itself differentiates only between off and on states. Campfires, sea pickles, and respawn anchors will be given separate emission levels when this box is checked; else the maximum light level is assumed.

Confused yet? There are non-obvious interactions among the various settings. A table follows, describing the results when using this 2x3 set of blocks - two grass blocks, two stone, two diorite - as the exported volume.

Recall that diorite is part of the stone family. Each block family has a separate material. Each block type has a separate material. Single material. Result is 22 visible block faces. When exporting individual textures these settings have slightly different meanings, because separate materials are created depending on the texture needed, not the Minecraft block family or type.

Similarly, if neither "Export separate types" nor "Export individual blocks" is on, materials are output as needed, since there can be no "single material for all" with "individual textures. Make groups objects: By default, the OBJ file produced has just one object, consisting of everything exported.

If you want to make each group into its own separate object, which can be useful if you are trying to export individual blocks and animate them in the scene, check this box. This is useful in Blender, for example. Custom material Checking this box causes a more elaborate illumination model to be output. By default it is checked, so that a more elaborate material model is used.

This hints to G3D to make the textures look blocky, giving the classic Minecraft look. This line should not hurt OBJ readers, which should simply ignore it or possibly flag a warning. If you are using a physically based terrain set , the custom material will also include additional channels of information, such as textures for normal maps, shininess power, metallic, and emission textures. These attempt to follow this proposed specification , also documented here. You may also find that the corresponding color texture is a better choice for the emissive texture in particular, if supported - this is true for the G3D viewer.

Currently Mineways has no switch to use these colored textures instead. For USDA export, the Custom material setting mainly has the effects of making the texture's texels appear blocky, in Minecraft fashion, and present stripped down materials in Omniverse Create.

This is almost always a good idea, even with high resolution textures. If you turn this option off, you can get texture wrapping problems, where the bottom of a fire cutout, for example, will get interpolated along the top edge of the fire, giving a narrow line of fire at the top of the cutout. Make Z the up direction instead of Y: some graphics applications consider the Y direction to be "up", some Z.

If your model imports sideways into your application, check or uncheck this box. This option was on by default for rendering up to version 5. Create composite option off the default. The ladders, rails, and lily pad float a bit above the surface.

Create composite option on. Note how the ladders, rails, and lily pad are attached to the surface. Center Model Around the Origin When checked, the center of the bottom of the model is put at the origin, location 0,0,0.

This helps for import into some renderers, and can improve the floating-point resolution of the data. If you want to instead have the same coordinate values as in your world, uncheck this box you might also want to set the "Make each block" size to whatever you like. Unchecking this option is useful if you do multiple exports from the same world for rendering and want them to use the same coordinate space.

Multiple exports are a way to get around the export size limits for the bit version of Mineways, which is what runs on the Mac. Create block faces at the borders: this option is only available for rendering, to reduce polygon count. When on, the edges of the export the model are sealed off with whatever blocks were at the borders. For 3D printing this is necessary, as the model must be a solid object. For rendering these side and bottom polygons often are not needed, as the camera is usually positioned to never view these areas of the model.

Turning this option off for rendering also allows better "tiling", where you export a world piece by piece and read all the pieces in see center model , above , as it pays more attention to neighboring blocks just outside the borders. Note: the various 3D print "fill air bubbles" methods will turn off this method it's a bug. In the scene below, the camera is dollied out to see the borders. The rest of the options mostly have to do with 3D printing, which follows.

Exporting to 3D print As background, view the Shapeways 3D color printing process video. Robot Technology Trees Vehicles Woman. Special Offer! Off : : : Selected items only. See more offers in My Account.

Free Minecraft 3D Models. Minecraft Creeper. Airport Gates and Waiting Arena. Minecraft Grass Block. Minecraft Collection.

Human v3 Rig. Gaming Desktop PC. Diamond Sword. Minecraft Zombie. Minecraft Alex. Minecraft startup pack. Minecraft Steve Character. Wolf Minecraft. Lego Minecraft. Minecraft Zombie Rigged 3D Model. Simple Minecraft Free Pack 2.

Minecraft world. Minecraft Pickaxe. Minecraft Terrain. Minecraft character. Minecraft Steve. Minecraft Skeleton. Cow Minecraft. The plugins containing all the business logic can be reprogrammed right out of the box.

Loads worlds very fast. Can be used to select filter , edit, delete, export or import chunks. The first 3D editor. Created to import older levels into the new Alpha levels. Fly around in 3D and select blocks, then copy or export them. Import blocks from schematics or from entire Classic levels. Resize a level by creating or deleting chunks. Yes, ISC license. Currently and formerly codewarrior David Vierra , was briefly taken over by TKtech during Codewarrior's sabbatical. This is an unofficial fork of the original MCEdit by codewarrior, but with a focus on 1.

Minecraft Land Generator. Expands a Standard or modded level with server-mods to any size specified. Useful for Pre-generating terrain for mappers, or reducing server load. Amulet Editor. Euclid Editor. WorldPainter is an interactive, graphical map generator which allows you to mould a landscape with paint-like tools that can change the shape and type of the terrain, set the biomes, add forests, snow, ice, resources and caverns and much more. It has limited support for editing existing maps, but is primarily a map generator.

Worldmaker 2. Has the ability to generate 6 different unique map types. It also generates a nether planetoids map with nether specific planetoids. The Planetoids generator and the Primordial Desert generator both have configurable map sizes. The map borders are made of seemingly endless air. Creates randomly generated dungeons and treasure hunts in an existing level.

Can work with Minecraft 1. Can generate flat maps, bio-sphere maps, desert maps, golden tunnels maps, and planetoid maps. Terrain Control. Some of Terrain Controls Features: - Adjust the ratio of land to ocean and the size of continents - Control global and per-biome terrain parameters - Tweak settings for Minecraft's built-in biomes and your own custom biomes - Fine-tune resource distribution to your taste - Add custom objects and trees to your world - Enable or disable Minecraft's villages, strongholds, pyramids and abandoned mines - Has an User Interface by Genae to easily modify the config files - Revert to Minecraft 1.

Generates new chunks based on user-defined functions. Functions have complete control over block placement and can use 3D Perlin and Simplex noise to generate any combination of oceans, continents, caves, lava pits, mountains of wool, giant obsidian sponges, etc. This program is in development. It generates worlds using simplex noise algorithm and allows for four different types of generation. All aspects of the generator are customizable. Seibai's Dungeon Adventure Generator. Generates a huge world made of 4 sections.

The player goes through dungeons to reach the final world. The dungeons are randomly chosen from a variety of different area-types. The traveling works through nether portals; the player goes into a nether portal, walks along a small hallway and goes into another portal to reach the next area.

Seibai's Forest Map Generator. Generates a forest surrounded by bedrock walls. The map is quite flat around 30 blocks high. Even though the generator was made for Alpha v1. Seibai's Golden Tunnels Map Generator.

Generates a nearly flat world with giant tunnels in the underground, containing trees, glowstone and ores. Seibai's Mystical Islands Map Generator. Generates a skylands-style map with many settable parameters just as island size etc. The generator was created for Beta 1. Seibai's Planetoids Map Generator. T-Rex mechanical foot 3D Model. Cute Cat 3D Model. Dolphin 3D Model. Crazy duck 3D Model. Bee 3D Model. Wolf skull 3D Model. Free 3d Turtle model 3D Model. Frog 3D Model.

Low-poly Sheep Low-poly 3D Model. Cat toy 3D Model. ChameleonVoxel 3D Model. Spooky Spider 3D Model.



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