Hello, I’m exploring making a workflow on how to make minecraft maps in blender. I haven’t tested it out fully yet, I’m looking for ideas and alternative solutions, and wanted to post my thoughts so far before I forget since I have other things I need to work on, in case anyone else is looking for this.
The sculpting mode of blender is really great for making impressive landscape fast, better than any minecraft editor I have ever used.
I am wondering if this will do it:
Check Blender units: scene>units pick metric
Create 3D model in blender
Add remesh modifier
A: Mode: “blocks” (guide: https://youtu.be/7EQ2LVyBe3M)
B: Alter model until happy with how it looks, apply modifier
scale model so that 1 cube = 1meter
export model as obj,
A. “X up” in export settings to avoid having to rotate it later
use binvox to convert obj to schematic (guide: https://youtu.be/n84kfAQObnU)
import schematic to MC with software of choise.
(my workflow: import schematic with world edit in MC 1.12.2)
- Use WorldEdit to change the blocks of minecraft to something more natural
- Use worldpainter to populate your map with generated trees, materials, features, water.
- Open map in a newer minecraft version to be used.
I’m fairly sure blender is a very short step away from being the ultimate minecraft 3rd party editor out there, but I still have to figure out how the scaling works. I’m hoping whatever binvox does to convert the model will work well with the remesh modifier of blender, but I think it will be a bit hit and miss for smaller objects.
What would be amazing though is if we could export the file format .schematics directly from a remeshed blender object and use it with the other minecraft editor tools. Perhaps even with a feature that reads the names of materials and defines an output to match minecraft block types (IE “dirt” etc)