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[1.19.2] what ide tool use to make complex nice item models ?


perromercenary00

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Im trying to make an costume shield model the thing is i want it to have a curved form and round corners as this one 

united-shield-international-ballistic-sh

im using blockbench for this and is i made the shield side whit round borders and try to rotate 22.5 in Y  its fucks up the corner blocks 
iT like a cube cannot have more than one rotation 

aniway

i been seen mods whit nice modeled items what are they using 

 

 

 

 

 

 

 

 

 

 

 

 

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Don't use java models. They're only recommended for entities. You can even do most of their logic with custom model loaders.

On 10/11/2022 at 9:02 PM, perromercenary00 said:

iT like a cube cannot have more than one rotation 

That's because they can't, at least when in a non 90 degree rotation. You can use translations and scaling to get around that limitation, but you'll have to work with it. You can use a different object loader (such as OBJ) if you prefer, but if not, then it's simply trial and error.

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8 hours ago, ChampionAsh5357 said:

Don't use java models. They're only recommended for entities. You can even do most of their logic with custom model loaders.

Hi, what's the trade-off here? I've recently used java model for blocks (TESR) to render lots of repeating units in a block instead of direct rendering call, is it not recommended? And how?

Thanks.

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19 minutes ago, poopoodice said:

Hi, what's the trade-off here? I've recently used java model for blocks (TESR) to render lots of repeating units in a block instead of direct rendering call, is it not recommended? And how?

Entities and block entities are essentially uploaded and rendered to the vertex buffer every frame and, as such, needs to be constructed over and over again. They cannot be batched and cached into a single call like baked models are. That's why, unless there is particularly complex logic or there are animations, it's recommended to use baked models and custom model loaders.

Technically, there are ways to fix this by doing proper OpenGL handling manually such that the models are uploaded once and then transformed and placed within shaders, but that is out of scope and goes against Minecraft's rendering system, so that would not be supported here.

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