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Basic Blockbench Usage

1. About Blockbench

  • is one of the most popular modeling tools in Minecraft modding. Most custom-looking blocks you see are made with Blockbench (though some advanced models use format), for example this smithing table:
    smithingtable_1.pngsmithingtable_2.png
  • File paths
    • Model files are usually stored in assets/${modid}/models.
    • Like the textures folder, models is usually split into block and item.
    • Put block models in block and item models in item.
    • Make sure the exported model file is in json format.
    • Textures go in assets/${modid}/textures; similarly, blocks in block, items in item. If possible, keep models and textures under the same ${modid}.

2. Usage

(This tutorial only covers the basics. For advanced workflows, check other guides.)

1. Create a Project

  • When selecting a model preset, choose the provided Java Edition type. It exports json, which is exactly what Minecraft needs.
    menu.png
  • After selecting the type, a popup appears. Set the filename to your item/block ID and leave the rest as default.
    project.png

2. Create Your First Model

  • After entering the workspace, you will see the UI below. This image highlights the most commonly used buttons (a cube here means a model element).
    ui.png
  • Create any quick test model first.
    model1.png
  • Then save it to assets/${modid}/models/block as mentioned above.
    model2.png
    Write code...
js
StartupEvents.registry("block", (event) => {
	// The block ID should match the model filename
    event.create("test_block")
})

3. Set Textures for the Model

  • If you register it in-game now, you will likely get the classic purple-black missing texture, and the in-hand/inventory transform will also look wrong.
    model1.png
  • First, fix textures. Put texture files in assets/${modid}/textures/block, then in Blockbench click import texture at the lower-left (you can import multiple textures), or create one yourself (not covered here).
    textures1.pngtextures2.png
  • After importing, apply textures to the model. There are two ways:
    • Drag a texture directly onto the model.
      textures3.png
    • Right-click the model and choose Select Texture.
      textures4.png
    • Sometimes you may get strange UV results after applying textures:
      textures5.png
    • Use the UV editor in the top-left. Selecting a region there updates the mapped area on the model in real time.
    • As for the row of buttons below, try them out yourself and see what each does.
      textures6.png
    • A model has 6 faces, each face can use different texture regions, and each model can use different textures. After finishing UV/textures, save and start the game (or use F3+T if the game is already running).
      model2.png Launching the game...
    • If the texture loads correctly, you did it.
    • model2.png Inventory Model
    • You will notice the inventory and in-hand model can still look odd. Open Display Settings (top-right in workspace), click the three-line menu at the top-left, choose Apply Preset -> Default Block -> Apply to all slots, then save (or tune it manually).
      display1.png display2.png
    • Reload with F3+T like before. model3.png
    • Now the inventory and in-hand model should look like a normal block.
    • If block break particles are still purple-black, right-click the texture and choose Use as Particle Texture.