

By way of confirmation the Outliner will list a single object instance – joining can be done at any point but preference would be to wait until all the characters parts have been made and reset to avoid issues and additional work.Īfter duplication the characters body parts remain separate so they can be selected individually. As an option however, once the Steve is assembled (he has both left and right arms and legs in place) the parts can be attached together using Join shift-click each object then from the Object menu select Join – Object » Join ( Ctrl + J). Join Objectsįor clarity and ease of editing the characters body parts are not joined together, they remain independently selectable objects.

Enable Snap to Pixels to ensure each body part is properly mapped to the skin. Minecraft uses a very axial UV map for characters.

To better facilitate this be sure to enable Snap to Pixels from the UV menu in the UV Editor – UV » Snap to Pixels » Corner. The UV maps for each part of the body should end up as a series of axial shapes that fit precisely over the skin image. The dimensions of each body part is essentially based on the number of pixels mapped to each side (for more information on this see “ how tall is the Minecraft player in Blender“ If the mesh were then to be used in a larger project, a rendered animation for example, adjustments would need to be made to cameras and lights to compensate for this scale difference.Ĭhanging how the Cubes dimensions are changed by increasing Unit Scale to make it easier to shape the characters body parts. Once the project is completed Unit Scale can be reverted back to the default value 1.000000 – the unit of measurement Minecraft uses is relative to ‘ power-of-two‘ (multiples of 2) which makes a properly proportioned character much larger than one made using Blenders inherent scaling.

Setting the projects Unit Scale to 4.000000 does not physically alter the Cube, it changes how its size/scale is displayed relative to the grid/unit of measurement. 200KB | *.blend, *.png, *.psd).ĭesign note: some optional considerations when making a Minecraft style character in Blender 3D Unit Scale Once this is done the character is rigged using an Armature, and a basic animation generated using the Action Editor.ĭownload: Katsbits – Minecraft Base (c. A material is assigned and each object then UV Unwrapped and UV Mapped in UV Editing Workspace. Using the default Cube the basic body parts are made in the 3D Viewport. In this first part of “ Making a Classic ‘Steve’ Minecraft Character in Blender” we take a look at building, texturing, rigging and creating a simple animated character made from basic shapes.
