Learn how to create and import a custom Minecraft pickaxe model using Blockbench in this beginner-friendly tutorial series by MrXuiryusGaming.
Ask about this video. Answers come from its transcript only — with the timestamp, so you can check them.
Generated from the transcript and can be wrong — check the timestamp.
Key Takeaways
- Blockbench is an accessible tool for creating Minecraft models, especially for beginners.
- Organizing model parts into groups and naming them improves workflow efficiency.
- Using pivot centering and rotation tools correctly is crucial for Minecraft-compatible models.
- Avoiding overlapping cubes prevents visual glitches like z-fighting in the game.
- Creating a resource pack is necessary to import and use custom models in Minecraft.
What the video covers
- Introduction to Blockbench as a tool for creating Minecraft models.
- Step-by-step guide to creating a basic pickaxe model using cubes.
- Instructions on using hotkeys for precise movement, resizing, and rotation of model parts.
- Tips on organizing model components with groups and renaming for better management.
- Demonstration of coloring cubes for visual differentiation without texturing.
- Explanation of pivot points and rotation constraints specific to Minecraft modeling.
- Advice on avoiding overlapping cubes and using wireframe view for accuracy.
- Preview of the model’s incremental complexity and preparation for texturing.
- Overview of exporting the model and creating a resource pack to get the pickaxe in-game.
- Mention of additional resources and files available in the video description for practice.
Chapters
- 00:00Introduction and Overview
- 01:44Selecting and Centering Cubes
- 03:40Coloring and Grouping Cubes
- 05:39Adding and Positioning Pickaxe Parts
- 07:51Rotation Tools and Pivot Points
- 10:11Refining Model Shape and Alignment
- 12:21Planning Details and Handle Design
- 16:42Duplicating and Rotating for Details
- 21:10Texture Mapping and UV Unwrapping
- 24:50Symmetry and Texture Optimization
Full Transcript — Download SRT & Markdown
Speaker A
Hello everyone, my name is Mr. Serious, and welcome to my first ever tutorial video. This is part 1 in a series where we will be taking a pickaxe that you will make and gradually improve it over every single video. So, the goal of this
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video is to give you a brief introduction to the tools we'll be working with, which is Blockbench. I'll leave a link in the description for you. I will show you how we make our first ever model. I'll show you how to texture that
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model, and I'll show you how to make a resource pack for the model and how to get it in-game. So, by the end of this video, you should have a working model inside Minecraft. So, once you've got Blockbench installed,
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then you open there. This is the screen that you see. The only thing we want to focus on at the moment is the Java Block/Item, and we get to the screen here. It asks me to give a file name, so I'm just gonna go
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with Future Pickaxe, and you can leave the rest of the settings as default for now. And there we are. Here we are in a 3D environment. I can right-click to move around. I can left-click to rotate, and
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now, before you even start making it in here, what you want to do is have an idea of what you plan to make and design. For my design, I decided I want to make a futuristic pickaxe, as you
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probably guessed from the file name. I've got a brief drawing here of my pickaxe, which I won't be showing because my drawing skills are far, far below any of my modeling skills, and I'm going to be working from that. So, I suggest you have
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a think about what you want to make, see if you can find some images online, or potentially draw your own little sketch. And once you've got an idea of what to go on, you can proceed there. Of course, if
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you don't want to do that, you can check the description, and there was a demo to all the files in this tutorial. You can load up my pickaxe, you can play around with it, you can try and make it from
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scratch as we go through the video. It's entirely up to you. So, first thing we need to do is go over here to the outliner and click Add Cube, and here we go with our first little 3D cube. Now,
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what I always like to do is I like to just take Control + A to select everything. In this case, it was already selected, but I did it anyway. And then I like to click Center All and then Center Pivot, so then
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we have the cube and the pivot point that rotates around in the middle of our workspace. So, my first objective as I'm going to do a basic outline of what I want the pickaxe to look like. Why did
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I use a lot of hotkeys and thus, so I'm holding down Alt, and you'll see that it changes to these little blocks. I like—oh, it changes back. Right now, we're in the movement mode, which is this little hand
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up here. If I hold down Alt, it changes to the resize mode here. So, holding Alt, I can just grab one of these boxes and resize the box however I want. You can also hold down Shift, which gives you an
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even smaller level of movement, or if you want to get really small, you can hold down Ctrl, Alt, and Shift and get very, very small movements. Now, Control and Shift also works with moving the object as well. We're just holding Shift. You'll
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see there's snapping to half blocks. So, for now, I'm just gonna stick to doing a base block outline of the pickaxe. What I like to do is I will right-click and duplicate, and you'll get another box, but
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it's inside this. I need to stop saying boxes because they're not boxes, they're cubes. I'm just gonna bring this up here, and what I want to do is I want to make us a little bit bigger, so I'm just gonna
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pull these sides here. See, already it's starting to look like something you'd hold in your hand, isn't it? Let's just get the top of the pickaxe here. I think I should be okay for now. Now, you can already see over here that we're
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starting to get a lot of different cubes here, and if you don't do something about that, so very quickly, you can be using very quickly. So, I'm just going to take all of these and rename them. I'm just gonna call them Base Handle. You can name every
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one in the outliner here. I'm also going to put them into a group and then just call that Base Handle as well, so now I can manage that entire group and say here I can make the whole thing invisible. I
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can move all the ones in the group, et cetera. Well, the other thing I like to do is you can recolor these with the marker color. So, let's make this light blue. There you go. Or I can grab the bottom one here.
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Let's say we want us to be just make that blue. You can do it by right-clicking as well, blue, and then we have sort of orange color. So, yeah, you can sort of do a little bit of coloring here,
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but this is in no way a texture. This is just a 3D representation of the cubes and the faces. So, let's take this box and make a bad waiter right. Don't care, I think. Well, also,
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what I want to do is grab one of these and stick it to the top here, and to make sure that the box is not overlapping, so I'm just pulling us up until we've got this little box. I just click on this and
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then click the low-poly icon here. I can make it invisible. I can have a quick look here. Looks fine to me. Or if you like, you can go to View, Toggle Wireframe, and you can see all the
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bounding boxes of the cubes, which is very handy to make sure that nothing that you're making is overlapping because that's something you definitely don't want to do. So, that all looks good. So, I'm just going to continue creating
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cubes. So, let's say that the base handle layer. So, let's create a new group. It's created the self inside this group, which we don't want, so we'll grab it and pull it home. Rename this to Pick, and then
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we'll just duplicate this cube and then pull it across here. I just need to make sure that it stays out of that group there so we don't get confused. As long as you can make sense of everything that's going on here, you don't have to
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do this if you don't want to. It's just something I make sure that I keep on top of before I go over one with too many different cubes. So, let's line this up here, and we're gonna shrink this a
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little bit. That's too much, so I'm gonna hold Shift and do a smaller increment of the snap here. Now, from my pickaxe, what I want to do is I want to have a up here like this. We're gonna then duplicate it
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again and bring this block over, making sure that it is absolutely placed correctly. So, now that model's going to get a bit more complicated. So, I've clicked on this edge here, and we're gonna go over to the rotation tools here. You can rotate the
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models on these axes, but as soon as I try to rotate more than one axis at a time, it does not like this. You can convert it to a free modeler, were advised there with the warning, but that would be for a non-site modeling
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tour game such as Unity, whereas in Minecraft, you really want to stick to these. But what you can do is if you get to one of the four cardinal directions or I, I think in this case I would say
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it resets to zero again. So, although we have rotated 90 degrees, it resets to zero back out. So, that's one way you can rotate multiple axes by doing that. You see we've got over here, no, we've rotated on three. They're making two us and mi
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rotated again. Now, when rotating a block and say Blockbench, what you want to do is click on the block and then click Center Pivot, and that will move your pivot point, which is where it rotates from, to the center of that block. You'll
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see there now, instead of it moving around when I rotate, it stays in place. So, what I want to do is I want to rotate it this way slightly, and I'm gonna then bring it down and place it inside the
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block here, and I want to try and get these shapes as close to joining as possible. My goal here is to make it look like a seamless transition between these two blocks. Sorry to interrupt everyone. Master Eggs from the future here. While I was editing
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this video, I totally forgot to actually show you one of the most useful tools in Blockbench, and that is the vertex snap. I'm just gonna quickly show you what it does. Click on a
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block, click vertex snap. You'll see that we've got all the edges here on the corners. Click that one to...
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let's grab this one and connect this corner to this corner well it's finally grab this one and click to up here there you go we have a weird shape so that's the vertex snap two very very useful I'll probably go into it more detail in
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a future video but for the time being on with this one ok there we go that looks pretty good you're probably wondering what this flickering is so that flickering is what's called z-fighting so the layers are and the same possession so they are
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fighting to render which one is on top which is what this fluttering is as part of my design I will be shrinking this par slightly anyway so let's just bring this here and then can be recenter let's just
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do a very careful we Center there that looks good so you see that the layers are no longer z-fighting because are no longer on the same platform and we still have this seamless edge up here what just Bob is looking for but let's see if
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we can improve the bottom here I'm gonna just bring this up let's just see if we can get as seamless down here as we can it's all okay no quite as seamless as I would like but it's really not something
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that someone's gonna in the OS end game so let's duplicate this box again bring out so one thing you should keep in mind is that minecraft and blog bench are entirely limited to cubes so if you want to make some sort of point or carve or
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any other shape like that you have to somehow create out of cubes so that's what we're gonna attempt to do here with this so I'm just gonna continue shrinking this and re-centering now one thing I actually need to do is I need to
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start shortening these blocks it has to get closer to the point and I think this one may be too long as well so bear with me while I just readjust right am I've got that's thought one here I've rotated
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again so it's now in a 45 degree angle and we're gonna shorten this one as well quite a bit this time and what we're going to do is we're going to duplicate us again and then just bring it out make
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sure we line these up that looks good and just going to gradually shorten that so we're gonna just gradually bring it in until we get to some sort of point so let's just take a quick zoom over and
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you can see here so the first thing I can see is that this part here is probably too long as it's this part so we'll gradually shorten these and bring them all together but let's just try and get the base shape of a pickaxe out
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first okay so there we have some sort of incremental decrease in the size that goes down to a point and definitely does need a bit more work because the overall shape isn't great at the moment but what we can do before we do any more work on
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this is click on display on the top right here and then you can see what that looks like and a player's hand specifically my clear skin you can change the skin the options if you like so this is what I
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will look here so we're looking at thug Carson right sock person left first person left or right head if you can put on your head the ground which is if you've dropped the item frame when it's actually on an item frame here but I
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actually use a technical law for my decoration packs and the GUI so the inventory essentially and each and every single one of these views you can rotate and fat your item to however you like kind of looks like a fun little safe
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doesn't it now another thing you can do and that's why we're in the dining game like this has down here it says skill you can scale up and down well I tend to those hold shift and then click one of
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them up and it does all of the activities at once yeah so you can see that's a double size it goes all the way up to four so if you really want to make a mammoth weapon or two there's nothing
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stopping you so I'm gonna walk a bit more on the shape here of the PEC and then once I've got something I'm happy with I'll be back in the can continue right okay here we go here is the PEC
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clearly I've redesigned that I went with something that was a bit more angular rather than the back curvature that I had on the previous one I've changed the marker color on most of these blocks so you can see all the
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different shapes and what you're looking at here is nothing but cubes I have resized and rotated so that they make different angles in different points so that's the shape we've got they are so far so another thing that I
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like to use as quad view so if you just click on this you'll see that much like most conventional 3d modeling programs you can get multiple views this is very handy if you want to for instance select multiple blocks you can use click and
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drag as you normally would select the blocks do you want with them or just make sure the things are aligned on every axis let's see that I can zoom in here the top layer will check the alignment check everything looks good
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which it does so yeah if you're doing quite precision movements or resizes this could use this so you know that everything's aligned properly so you can also right between Phil view and quad view just like pop right so we've got one of our
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halves of the peck so let's grab this here it's gonna right click on our grip and duplicate this we're then going to transform and flip so let's do a flip X and there you go we have a pickaxe kind
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of looks like some sort of devil's horn or ram's horn actually but it's not a lot more work than you stick with us if you've already done it go to file and save your project just make sure you've
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saved up all we save your stuff so here's what to do for the time being you want to save your stuff to the resource pack folders and minecraft this is the same folder where you put any other resource packs that you want to install
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to your game so I'm just going to create a new folder in here I'm just gonna call it future pack I'm just going to save our future pack BB model here if you want to get to that folder quickly why
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tend to do is press the Windows key percentage app data percentage and there you go you can angle it to Minecraft and then scroll down to resource packs so if I can find it there ass and then you can
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see all the things I've done or didn't played with including my custom things and we have future pack right here you can also see I have some shortcuts here app data resource pack and the Minecraft analogy R which is a very good
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reference I would also suggest you pennies so that you can get to them easily now let's take another look at the pickaxe here yes looking right it's looking pretty weird to be honest with you I'm not gonna lie your pickaxe might
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look entirely different or maybe you're looking at the finished version of that's already as I I bailed this which is about a it's a real thing to think about that you're already looking at the finished product pile I'm trying to
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figure out what to make know the next part I want to do is start putting some more detail and the handle area and the healt now what I want to do is focus on this area down here first so I'm gonna
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go over to my display and just look at the ratios we've got going on here so this is a one to one skill so this is the full size product and I want to do something where it sort of looks like
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it's gonna fit and my characters hand so it looks like I need to bring the handle up and down both areas to make it look like it fits brought so let's just do this just know so what I'm gonna do is I'm just going to take
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this down to have another quick peek okay that looks good so I'm gonna she's gonna use the translation to over here which lets me move it down okay that's looking good now let's add some detail to this so I'm gonna duplicate this move
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it to the side and then we're gonna shrink it all the way up and I'm gonna shrink this one all the way down and move this back over duplicate this one and bring it down a couple make it come
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down here to match and then I'm gonna just bring it in on every site and I can use the top-down view for this here so let's have a look at that there you go it actually looks like a handle no it
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doesn't and just for reference that's what it looks like the players hand so I'm going to create a new group and we will leave inside the handle grip because it's gonna be the handle detail group and what I want to do is I want to
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make a sort of handguard but also a handle so I'm just going to duplicate this base one here and we're gonna rotator let's see do we want five degrees I think I do but I wanted the other way so let's go to transform and
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flip X to move over there now I want to make this quite skinny so whoops not a skinny so let's just hold shift and control chef's nope sorry and we'll do the same in this dimension here probably about the center right perfect let's
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duplicate this and if I do flip why let's go on up there which is fine hello I can't actually bring it down properly it has to go on the same axis this is we're gonna get that more complicated
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here let's just take this again and do another duplicate and this time we want to have it back on the zero rotation because we're going to do this here to make a handguard essentially I'm gonna just bring these
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all the way down until they are overlapping slightly do the same here and then bring this n now what we want is we want to have an angle on the edges here so we want to bring the vertical
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slice here higher than the angled one and then what we'll do is people just bring these up ever so slightly can we get the exact measurement so I may need to bring this down a little bit oh that's so close not bad not bad at all
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so it looks like I've got the handle on the wrong way here what I could do is I could just use the rotation you have to turn it around if I could find the right part there we go and do this and had
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this look and first person well okay yeah we definitely need to fix this so let's get a nice angle I'd say about there it's fine again this is entirely your preference of how you want your model to look you don't have
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to copy my settings at all you can do whatever you like okay that looks pretty good I'm happy with that what I can also do is up here I can click the copy button and then move to the other side
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you'll see a salt default if I just paste SN it will just keep copy over the same sentence you may have to do some adjusting because you can see here that the handle has gone back the other way
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so we just need to get that - 94 I think run right there that looks good you can see it bobbing up and down on the ground there let's bring it up a bit so it's not falling into the ground
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no that's model is quite back you don't really want model this size on the ground you could have it out size on the ground if you wanted national preference entire life so I'm just going to cut the scale down by half there we go that's a
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bit more reasonable so let's just do the frame while we're here because at that stage most of the actual outline of the model itself has been vanished so most of these settings won't be changed again at this point I think well do is I'll
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scale it down a little bit here so let's go for 0.7 55 Oh where's it gone Oh 0.075 no no that's so you look at that look at a knee as I mean if you wanted to you could do that but you
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won't be able to see very well now while I was adjusting things I had a good look at the handle here and I'm gonna be honest I don't really like it so I'm just gonna just grab it here and delete
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it and what I'm wanting to do is I'm going to just make another one but this one's gonna be a lot more angular and square right there we have it something about more angular I'm just gonna leave it like that for now I'm a
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change Italy or it again in the future but for now I think is fate no the last thing I wanted to do here for the handle is a little bit more detail I'm just gonna grab that some pillow again and we're gonna just make a
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couple of cubes on the side over here round about that size I think in fact let's change the color of this so I can see about there there we go bring this all the way in now there's an extremely
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high chance of no one ever actually seeing the details that you're putting here especially since it's in the area where the player holds the item but you just have to go with the flow and do something that you enjoy and something
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you've you're Pro Dolph and I want to do a little bit of a help here that's got some buttons on it and that's a little button there so maybe do have bright color on there so it stands out a bit
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more so I think that's enough for the hand or I'll just leave that as s for no we need to do something with this here again this is still part of the handle I suppose let's see if we can just do
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about detailing on it so I've just duplicated that another two times and I'm just going to do the same thing I did with the helped I'm just gonna pull these two blocks up and down and you'll see that I've got that one here so I'll
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just pull that out bring these up until I've got the desired level I think about that curve it used to here we go during the stone so that we can see the size difference let's just jump back to
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the fill view so I can see what's going on here so I'm just going to shrink this ever so slightly on every side and then fill it back up and back down to match up now the problem I'm facing now is this looks
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way way too top-heavy obviously it doesn't really Mar from our a game play point of view bar for me it just looked kind of wrong so let me just see if I can fix this about there we go that's
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looking at that bear so we'll leave the handle and the helped for like that for now I think we need some more detail up top here so let's just grab this block here pull it up and do the same with
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this maybe shrink this a little bit so it's a bit more consistent that's looking all right not much more detail needed there now let's head over here so we can do some detailing so what I want to do is I want to do a sort of like a
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handle coming out of here and maybe going over here and into the center part or maybe just a small one here just something gives it a bit more shape in definition ok everyone and here we have my ear course finished pickaxe I did
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some supports on both sides of the pack up here and some spores under here and done a nice low emblem here on the front of the pickaxe so I'm not gonna mess with us anymore because if I do I will
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just keep detailing this thing and tall as a jumbled mess of cubes if it hasn't already by your standards so what's next we're going to add some textures this bad boy so on the left here I'm sure you've noticed you've got textures and
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it's empty we're gonna click import texture so what I like to do is I like to use the Minecraft default textures the reason for this is it's easier for the properties file to load the textures from the default minecraft file the jar
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file rather than it your own textures but there's nothing stopping you creating your own textures for that's either why would recommend is you grab the default minecraft jar and I'll show you where you can grab that so just go
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into app data roaming minecraft if I can find up the top here and then versions and then you have all the versions so clearly I've got quite a few of them installed here and what we're looking for in this case as 14.4
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and this is what you're looking for here so if I just open this so you can open s with what ends up when mar 7 2014 the block folder and if I just load up one of these images you can see as the
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actual texture used by minecraft I think that was a pumpkin stem melon stem so any other so I'm going to be using most of the stuff from any here now you have to extract this somewhere so that if I
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just extract this for example so you see we've now got and the folder I can just do the exact same thing go back into the minecraft folder textures block and then we can see all the files I like to use
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you tails you got a bigger thumbnail of them and there you can see all minecraft texture files which we will be using but I've already got a vanilla jar extracted that I like to use so let's just navigate to that here that's maybe a bit
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different because I've only taken stuff that I would actually ever use so the block textures no never get to decide what this thing's going to look like now what I am feeling as we definitely need some sort of metal texture some sort of
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clean metal now keep in mind it doesn't have to actually be a metal texture that you use you can make this look however you like so so the anvil is quite a rough looking texture so maybe not that
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we do have the blast furnace so let's what windows I'm going to grab a couple of these so I'm just holding chef that I'm going to grab these two blast furnace textures and open them and you'll see we've got the man here now
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comes the fun part so let's just pack let's just pick the site so I've clicked on my whole grip here on the right side and I'm just going to grab the blast furnace and then with a right click and then click apply
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two cubes and may have a it's applied that texture to every side of the cube so I had selected now this is a very very basic way of doing this if you wanted you could just hit control a and then apply
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this to the entire thing if you really wanted to I actually kind of like that to be honest not gonna lie but let's go back to this click on an individual cube and up here I'm just going to expand the
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sub s we can see this is the texture that is currently mapping to this block to avoid things looking strange and off scale what I tend to do is click this button here Auto UV where in this case
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it was already correct it will set this box here to the actual size of the cube so the scaling is correct but if you want you can just grab this and say I want this big chunk of texture to be and
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the scoop here so you'll see we've got the blocks here corresponds with what's there I could do that's very one and you see paper almost a fill blast furnace texture there but obviously you've got have a huge scaling issue here because
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you've got so many pixels jammed in here and then you've got what five and a half sexy pixels here so what I tend to do is just to click here I will just do control here and then auto UV and it
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will apply the correct size of texture to all sides and what I will then do is I will then click say a bottom site click all UV click topside auto UV just to make sure that it's doing it for
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every single side and there we go keep in mind I'm pressing ctrl e so it's doing this with the whole model right now but there's no textures on the rest of the models for nothing's actually changing so let's actually make a
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conscious effort to choose the textures we want here so what I'm going to do is I'm just going to select a piece of a texture I like for this part here I think that looks alright I'm going to
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hit apply to all faces so that single texture here will go around every single part of this one cube and then you just want to make sure that you do Auto UV as well so that you don't have any
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stretching right I'm going to do this to the rest of the site and we'll see how it looks okay that's not looking too shabby at all you see the alcohol of light Carlos is a is closer to the PEC edge
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here I've just done that by selecting a light color here as I went on I've also done a light color here in the slow edge and this sort of handle up here get that bat more contrast it makes it stand out
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more now because our model here symmetrical what I can do to make things easier on myself as rather than having to retexture the side obviously all I have to do is delete this also delete the slowed support beam here because we
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don't really need that one and then I'll just duplicate it back over so our Peck axe is actually starting to resemble an actual pickaxe no so what I want you guys to do is just to go through the textures find stuff that you
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think is appropriate to your model and then just start applying them the same way that I've done here once we've finished that we'll be back with a fully textured object so if you followed along up to this point you
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should have something that looks a little bit like this here we have a completely textured model you'll see that in the bottom left here I have added a couple of additional textures smithing table just for some additional color here lapis block obviously the beg
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jewel here in the meadow and also the low button down here and you've also got the top texture of an anvil because I wanted something about defferent for the metal handle here in the tops something it wasn't as noisy as the rest of it so
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I stood out a lot bit more but there you have it that's a Philly textured model if you haven't already make sure that you go in here and check all of your display settings just click through all of these and make sure that you're happy
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with how it looks now I'm going to be honest it looks pretty back here but I'm not gonna change it for now the next step is we're going to get this thing and game and then we'll see how it
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really looks so how do we get that same game you ask well let's see how we do that so you want to go to file and export and export your model and what we are going to do as you remember that
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folder we made earlier and the resource pack folder when I go back in here and we've got future pack we're just going here now because this is going to be an OP to find model we have to follow some
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certain rules and what I'm going to show you is the basic path structure of these resource packs so our main folder here future pack we are then going to create assets and then minecraft Optifine then CIT which is where our custom items will be
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now I'm just going to put these in the correct folder so what we want to do is we want to put CIT and side Optifine put Optifine inside whoops and then put Optifine inside minecraft and then minecraft and say assets so what you
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should have as let's start from the top minecraft resource packs the pack name which in this case is future PEC assets minecraft Optifine CIT and then from this folder you can structure however you like so I'm going to just do one
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called pickaxes and then save another folder in here and just call it strip pack never said that's point as far as mentioning that whenever you're making folders or file names please don't use any capital letters it just makes things a lot
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harder just make sure you're using lowercase and don't use any spaces so you'll see here I've got future underscore pickaxe that's absolutely fine you can do that if you like so I'm gonna save that right there so what
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exactly did we just save this is out here if you Trebek X Jason and if I double click our openness with any other text editing program you'll see this this is the way the Minecraft reads and renders model files you'll see that is
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referencing all the textures up here and their locations because these are all internal textures just looking and block and then you can see all of the elements which are all the parts so we've got the sizes of them the faces of them the
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coordinates of the texture and what texture that has and basically this is what this file is here all the way down and then we've got the display options of the item right here which is the rotation and the translation of the item
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when I said in the player's hand first person etc etc so what we have to do it now is define a properties file this is the file that tells minecraft the type of item that you want to replace and how
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you want to replace up don't worry about writing this yourself just check the path I've left and downwards there as instructions and there it tells you exactly what to do here and I'll also leave a link to the Optifine master file
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that explains this whole file and all the possible options for you so here's rewards do for the future Peck so the type is item so for match items we want to do Lane crafts semicolon diamond underscore pickaxe and texture
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file now in this instance is not a texture file it's a JSON file which has model files so if I just take us away type of model equals and to reference something within the same folder what you want to do is
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do a fill stop and then slash and then the name of the file so future pickaxe and that will reference this file right here don't worry about the file name you don't need that so I have set up this so
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that when you change the name to whatever comes after the call on here it will turn into your model now again I would say if you want to really look into this and figure out how it works check the master Optifine document and
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the description but for this instance all you have to know as I've set this up so that anytime someone types and future pack it doesn't Mar F it's lowercase uppercase etc it will accept all of those it just has to be future pack and
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it will work so what I'm now going to do is save this file we're just going to grab the file path from up here and file save as let's just put it right there so they would go future pack Jason this is
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where we want to so what I want to do here is make sure that is also called future pack and receiving it as all types down here so we're going to specify our own file type which is properties now again you don't really
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have to worry about that's just take the one in the description copy pieces that editor how you like should be perfect save it and there we have future Peck properties now we're almost ready to get that son game so the final step before
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we get that same game as we need a pack file and a pack icon for my purposes I have these two ready this is the one I use for any of my other packs you just want packet or mcg meta and you want it
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in this format again it's in the pack don't worry you can take this in copy and paste up and an icon the icon has to be 64 by 64 you can see down here 64 5 x64 I'm just gonna grab these and cope with
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them and then we just put these here and the root directory overpack which is the one named after your pack in this case future pick now I don't need these this is the model and the original juice and
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fire we've already saved all of us that's all good I can get rid of that and Bolivar not everyone does that we're done we have got our CIT files in here so we've got our model here we've got a
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properties file here all we have to do now is get an Ginn so here we are endgame I'm just going to go to options and resource packs I'm going to just disable all of my other packs right now
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because we don't need those ones what we're looking for is this one here future Peck you'll see there's got the details from the pack file and my pack icon I'm just going to enable this and had done and it's now enabled so what do
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we do no well I've got my diamond pickaxe here I just put it on here and rename a feature pack you'll see that the icon changes grab this and there you go our Peck acts as endgame and isn't she
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an absolute beauty look at this thing pray kill if I do say so myself let's just grab a default diamond pickaxe as well I usually like to do this so I can compare the size of them because you'll
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see the default time at Peck axe is all the way down there Erewhon roof so it may need to do some reading and the best one let's have a look here as well yeah pickaxes pray beefy well if
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that's what you're wanting go for it hi everyone future mr. X here again interrupting I just thought I would show you what the pickaxe know looks like so since I've finished a tutorial video I went back and I kept working on this and
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this is now what it looks like I'm proud of it now it feels like something that would actually put out for people to use and what I'm going to do is I'm going to include a download for this version of
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the pickaxe and the one that you've seen me belt and the battery as well so you can enjoy both of them you can inspect them you can change them an edge of them however you like if you do use them any
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point in the future for anything please make sure you get me credit I would appreciate that by anyway back to past me as we finally show this video thanks everyone well everyone neighbor brings us to the end of part 1 of this tutorial series
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I really really hope you enjoyed this and I hope it was informative if there's anything that you weren't quite clear on please feel free to ask me in the comments but if you really want to get hold of me join my desk or the links in
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the description it's the best place to get ahold of me and ask questions and I'll do every help you out so everyone thank you so much for watching this video I really really hope you enjoyed and I hope it was helpful if you do
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happen to make any custom models please share them with me on Twitter on desk or because I would love to see them but we'll see you next time guys so thanks for watching have a good one [Music] you
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Topics:MinecraftBlockbenchMinecraft modelingMinecraft pickaxecustom Minecraft modelsresource packMinecraft tutorial3D modelingMinecraft texturesgame modding











