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It is open-source.
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It was initially developed for Minecraft.
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Used to create low-poly models with pixel art.
Sources
Websites
Tutorials
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ArtByKev .
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A few interesting tutorials. The rest are 'childish Minecraft slime'.
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Speedpaintings.
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Review (2024-06-21)
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Compatibility:
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Only supports other models exported in .obj.
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Modeling:
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It has a very simple and straightforward interface.
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Moving things within the program is satisfying and precise due to its "pixel" snap.
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I really like the 'Cube' and 'Mesh' objects. The Cube gives great freedom to create voxel-style things. Itโs very practical.
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UV:
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I really like the feature that allows moving the UV and cropping the texture simultaneously.
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The Unwrapping isnโt anything special. There are not many options beyond 'smart uv with texture' and 'project from view'.
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I didnโt see any unwrapping that enhances pixel art aesthetics, though there was a visible effort from the app to make the UV symmetrical and horizontal, which is good for painting faces.
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I liked that the UV is created right when a texture is made, and that its properties are based on Texel Density rather than a poor unit like 'texture size'.
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Painting:
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I like the ability to view the pixel grid while painting.
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The interface is much friendlier and provides more comfort when painting.
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Rigging and animation:
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Quite underwhelming, though simple. Many tools are missing.
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I usually prefer Blender since it at least supports deformations with weight painting and IKs.
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Still, itโs quite relaxing and pleasant. Inferior but peaceful.
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Importing:
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.obj:
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Works without issues. Sometimes you might need to fix the scale.
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Textures also export correctly, kind of. I find textures a bit volatile when dealing with .obj.
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Exporting:
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.gltf:
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Importing as .obj (scale x16) and exporting as .gltf (scale x16) gives a result identical to the original in Blender.
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Everything in Blockbench is exported, not just the selection.
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Result from Blender -> Blockbench (.obj) -> Blender (.gltf):
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The mesh is correct but triangulated.
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(.gltf does not support quads or n-gons).
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The texture is correct.
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.obj:
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Result from Blender -> Blockbench (.obj) -> Blender (.obj):
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The mesh is correct and remains in quad format.
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The texture appears blurred because it uses linear filtering; just change that.
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.fbx:
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Result from Blender -> Blockbench (.obj) -> Blender (.fbx):
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Blender crashed when trying to import the .fbx, giving catastrophically broken results and lagging the engine badly.
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