Wednesday, February 8, 2023

Beginning My Blockbench Journey

John B. Marine | 9:37 PM | | Be the first to comment!
Blockbench has become one of the hottest 3D modeling software of late. This is especially popular among pixel art types. I mostly have avoided Blockbench, thinking this can be done in Blender. I also thought it was only to modify Minecraft. However, I have a new perception regarding Blender of late. While you can do a lot with Blender, the learning curve and being able to produce some of the same content can be quite challenging. More focused and niche programs can help you better produce the kind of results you want to make. That is even if you are ready to make a few sacrifices. That explains how I plan on taking on the challenge of Blockbench. I'll be sharing my thoughts on embarking on a Blockbench journey in this blog post.


About the Label: Blockbench

Blog posts under this label are for work and advice in using Blockbench for 3D modeling.







Blockbench at a Glance


The way I understand Blockbench, it is an evolution of certain programs designed to make models for Minecraft. Previously, there was a program called Techne, which was one of the earliest programs used to develop 3D models for Minecraft. An easier program to develop cube-based models from MrCrayfish, called Model Creator, was then developed for making Minecraft models. After these two programs were used to develop 3D models using a cube-based architecture, along came Blockbench.

Blockbench is a program that utilizes cube-based modeling to develop mostly pixel art. Anyone who is adept with impeccably-detailed 3D will be downsizing considerably using Blockbench. The emphasis is on developing 3D models using cubes and mesh planes. UV mapping is also fairly easy considering the ease of pixel-style work. So Blockbench is all about simplicity mostly with a focus on Minecraft-style cube modeling.

Even though Blockbench modeling is done in cubes, you can mesh edit for some simple low-polygon art that isn't a hodgepodge of cubes. So you can turn cubes and rectangular prisms into some more interesting shapes. A simple cube could, for example, be a trapezoidal prism. The program even comes with meshes of cones, cylinders, and even a torus among other 3D model types. Another perk to Blockbench is that you can also animate your Blockbench creations. You can set up animation sequences and even use a dope sheet to act out every nuance of your creations. That's right- you can breathe life to your Blockbench models!

You need not develop models for Minecraft when using Blockbench. In fact, you could make any sort of generic model in Blockbench to be used in other 3D modeling software or for game engines. You can even sell your work in Blockbench if you choose to on sites like SketchFab. So the opportunities can be endless.

And what is the cost for all this awesomeness? How about the absolutely low price of free?! It is also free and open-source (FOSS). Blockbench can be downloaded to your computer (for Windows, Mac, and Linux platforms), and it even has a web version that you can use in your Internet browser. So it is possible you can even use the Cloud to save your Blockbench work as you operate in a browser. Cloud-based modeling also opens the possibility of getting other people to work on the same model. The versatility is certainly there in Blockbench.




Blockbench: Where I Come In


Now I tell my side of how I got into Blockbench.

I got into Blockbench as I was learning and practicing a method of 3D modeling through Blender. I had a nice go of making voxel-style models. I was thinking I could do 3D modeling making my models in the form of a bunch of cubes. It would make some UV mapping easier and could lead to some simple making of base meshes. Even back when I used MagicaVoxel to develop 3D voxel models, I knew the simplicity of developing 3D material by not going through Blender or some other 3D modeling software.

Later, I realized the potential of Blockbench. Around this time, I began to realize I could utilize the low-resolution technique using Blockbench instead of trying to find my way around Blender. I also seemed content trying to develop models in Blockbench while making certain sacrifices from what I could accomplish in Blender. Could I do a lot more in Blender? Absolutely. However, could I do much less with Blockbench? Not at all.

One Blockbench modeler inspired me to try to develop models in Blockbench. While this modeler's scope was outside of my own, at least I thought about what was possible with Blockbench. My current focus has been on making 3D characters. I began thinking about how I could make a real evolution of my original characters. From what I have been able to assess, Blockbench could serve as my not-Blender solution for 3D modeling characters.


A Blender Revelation...

The previous segment leads to a new revelation for me:

Blender is too complicated for me to make material from start to finish.

Do not get me wrong- Blender is an excellent tool for making almost any sort of media ranging from models to full films. It is also a great free tool to use if you want to 3D model with a quality software without having to commit to a subscription to more powerful and more capable 3D modeling software. I felt like trying to learn and master Blender has hindered me from developing anything really interesting. When you spend more time trying to navigate your way with a program rather than develop wonderful content, you lose your creative energy. I still want to use Blender, but I may use it now for certain things I can't accomplish in native programs. For example, I want to use Blender to make quality renders and possible animations.

I felt like there would be more incentive in making something from start-to-finish with Blender even if Blender isn't an *industry standard* in media. Trying to adapt and execute with Blender really has worn me down instead of fuel my creativity. Using dedicated programs and focused programs like Blockbench will help me to simply enjoy making material without being worn down with too many different avenues to create one simple piece of media.

If you followed my past, you may know it took me nearly 20 years before I finally created a model from start-to-finish that I was totally proud of. I did it in Blender. It came from gaining confidence with Wings3D, going through the Google-owned days of SketchUp, and then finally making a start-to-finish Blender model. So you can imagine the pain I've endured trying to 3D model. I was never an adept modeler to begin with. However, I enjoyed doing 3D modeling for the hope I can make material for all of you to enjoy and utilize. I may lose credibility for not using quality 3D modeling software from a powerful program, but at least I am trying to find success using other programs.


My Blockbench Experience So Far.

For now, I am simply learning how to use the program. I have yet to make my first true Blockbench model. I would like to create my first model and then try to see what I can do UV mapping or even animating. The potential is definitely there, and all I need to do is produce content to finally realize my visions.

If I do develop anything, you know I will be sure to share on social media and even here on "John's Creative Space." Could I do all of this in other 3D modeling programs? Yeah- pretty much. However, Blockbench gives me hope and opportunity to make amazing things. Whether or not they happen remains to be seen.


For More Information...

For more information about Blockbench, please visit www.blockbench.net. To see what is possible with Blockbench, here are some links for you to see others' Blockbench work:

Blockbench Gallery
"Blockbench" results on SketchFab

Hopefully I've gotten you into my future 3D plans for now.




BONUS! My Blockbench Plans (for now)


I thank you for reading my blog post! I'd like to announce something here. This may or may not materialize, but at least you know what I will be up to. So here goes...

Depending on how much I can utilize Blockbench, I may use Blockbench in re-working my voxel character models. I am not sure if I will give all of my creations similar animation sets, but I may develop Blockbench models to bring my old voxel characters to life. In addition, I will be considering making some of my original characters in Blockbench. Any creations I make could find their way to more friendly formats for game engines and other 3D modeling software.

At the moment, I have not considered my voxel vehicles. With some more experience, I could possibly develop 3D vehicles through Blockbench as well.

Any creations I make will be offered for sale to a number of different online retailers. That way, you can own my creations as well as help support my creative work.


Thank you for viewing my announcement!





A new journey, a revelation, and an announcement. Quite the post, eh? I'm glad you were part of this experience! If you enjoy my work, please Subscribe/Follow my blog(s) in any capacity if you love my work and want to support me any way you can. Share my blog post(s) with others if you enjoy my work. Thank you for reading! Take care and be well.

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Low-Res Journey

John B. Marine | 5:21 PM | Be the first to comment!
Incredible 3D graphics and models have never been my forte. However, I felt if I went the low-res route, I wouldn't be as regarded for the best 3D graphics and models. This blog post features my latest focus on 3D modeling. I want to sort of announce my plans moving forward with this new direction of 3D I am taking.

Basically, I may slowly transition to doing pixel-style art. Cartoon-style art was never one of my strong points. I may try to learn to do low-res style art to go with low-polygon modeling. Just because I go the low route, though, doesn't mean my quality will be equally low. I am basically wondering- can I make low-res fun? Can I make low-res beautiful? Can I make high quality with low-res?

The move to low-res for me is in response to not having much success making realistic or more interesting models or art. This style of media is easier and honestly more fun. There is nothing wrong with making hyper-realistic 3D art. There is nothing wrong with photo-realistic art. I, however, have never been adept at true 3D. That is why I went with voxels to get my start in 3D style art. I will be willing to try to learn and develop some pixel style to proudly use to showcase my art style. This means I will have to learn to utilize a set palette and develop a new art style different from what I am used to.

In a future post, I will announce one program I will be using to try to begin my newer journey into 3D. And as a hint... I won't be relying on doing everything in Blender. I have nothing to share in terms of my new 3D adventures. When I do produce something, I'll share my work across social media. So stay tuned!





I'll keep you all posted through all of this. If you enjoy my work, please Subscribe/Follow my blog(s) in any capacity if you love my work and want to support me any way you can. Share my blog post(s) with others if you enjoy my work. Thank you for reading! Take care and be well.

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