#Blockbench on the phone
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What a beautiful wolf turned out +^+ what a pity that I can't do anything else beyond creating a model on my phone^^" Phew, all by trial and error) I don't have a computer/laptop...But I was even able to make bones so that this wolf could wag its tail !! (┛✧Д✧))┛彡┻━┻
#3D#3D Wolf#Blockbench#Blockbench on the phone#artists on tumblr#wolf#layorn warmth#minecraft redesign#minecraft animals#minecraft#radishes
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ring ring!
#tbh creature#autism creature#flip phone#3d model#3d modeling#low poly#low poly model#blockbench#lowpoly#pixel art#my art
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couldnt be in #paleostream today
of course that didnt stop me from making the critters, after all blockbench can be used in a phone :v
pelagornis astrodon
platyhystrix gaiasia
#my art#paleoart#paleo art#dinosaur#pelagornis#astrodon#gaiasia#platyhystrix#blockbench#3d art#paleostream
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blockbench does seem really awesome and the skin editor has literally everything i've ever wanted. i opened it today and went. wow. this is awesome. and then closed it and picked up my phone to open skinseed instead (the skin editor that hasn't been updated in three years that was made mostly for those high resolution bedrock skins) .because i'm forever soul bound to it i guess despite the export to java feature being incredibly broken
#whisp whispers#blockbench seems really awesome i will recommend it to everyone. i can't leave skinseed though it feels like a betrayal
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ccant get blockbench on my phone :(
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posing my minesona in blockbench for no reason. i call this one "do u have games on ur phone"
and "pov ur just a little hater"
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Hellooo! Welcome to my bloooog! Here's some things about me
- monster fucker - draws on a phone - loves speculative biology + space - nature witch - horny on main
I mostly make creatures 👹, post occasional blorbo thoughts 😶🌫️, and (sometimes) pictures of my plants 🪴.
For specific navigation, check below ⬇️
👉 Big ol' speculative biology docusite
👉 Blockbench thingydoos
👉 Hero Forge boodles
👉 Hall of Legos
Note what you like, reblog what you love. Byyyyye ✨
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If I had the discipline to learn to code I'd make an app that just imports 3D renders of Minecraft blocks and mobs and you can just rotate them around in a void space and that's it that's the app but I hate programming so it'll just be a dream of mine. I'm sure like blockbench or something for PC has this ability but I just want to look at Minecraft images in my phone
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I taught Kare how to send an email on the Chromebook and clear the cache of the game phone, and she figured out how to share links of YouTube videos with me and Mom on her own. And tonight, I taught Xan how to make a music playlist on YouTube Music and talked about Blender and Blockbench with him. Would've installed Blockbench, but the Chromebook's incompatible.
They're getting somewhere.
#*teaches them tech stuff because adults assume kids of this generation already know all the tech stuff because they're growing up with it*#raine's daize#next: getting Mom to install Family Link because she's too lenient with the screen time verbally#and after that: maybe try to get her into Minecraft because she HAS to see the giantic world Kare made#and she's often stressed and Minecraft MIGHT help
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I don't think this is a software issue, or that blender could possibly accommodate it or that a new software could emerge that addresses the problem.
Say you want to make retro 3D art. That could mean anything really, and what it means will necessarily change the technical specifications and limitations packed into the art.
Just looking at the narrow view of video game graphics. Do you want retro 3D like PSX or like N64? PSX is going to mean polygon jiggling around, N64 is going to mean tiny background textures blown up massively across backgrounds.
Or what if you actually want retro 3D game graphics like Sega Saturn or old PC games? Because those had a completely different feel as well.
Or what about consoles with similar hardware capabilities but not contemporaneous to the aforementioned consoles, like the DS.
And all that's before we get into making retro 3D besides game graphics. Like, what if you want to make animations in the style of Reboot or Johnny Quest or the Donkey Kong cartoon or even adverts.
I hate adverts, but adverts were doing weird stuff with 3D before Disney were. Like that one ad they showed in cinemas before films where someone's on their phone during the film and Lara Croft from Tomb Raider comes out and kicks their phones into pieces.
Like, god help you if you're an artist and this is the stuff your brain has fixated on and insists on trying to create.
How could blender accommodate that? Or any software. I don't think that's really a realistic goal. But also I think I'm at peace with that.
I've seen 3D editors specialised in lowpoly. Things like blockbench, and that one on itch io I forget the name of. But I've never seen anyone make anything with those softwares that looks accurately N64 or PSX. It feels more like the software creator's own personal ideas of what makes lowpoly look good, or the software creator wanted to do something else completely and some new technical limitation redefines the art!
And if you look at the current nostalgia wave in the indie game space, you'll see a lot of people making games that have the look and feel of PSX, but nothing that actually fits in alongside other PSX games.
Even putting in the time and the work and the research often leads to these deviations from the stated ideal.
And admittedly this would be a bad thing if were focusing on the art history specifically. But I personally am focusing on lowpoly 3D for its liminality between high production value pixel art and high production value high poly 3D.
So from that perspective, more limitations and more deviations only make it more interesting I think.
I'm about to say something about blender that I assume is dumb.
I think the received wisdom if you want to use flat colours is to use the emission shader, right?
When I look up video tutorials online, I find people saying to use the emission shader.
This might be the received wisdom, or the actual real received wisdom in blender might be something that youtube users are removed from and oblivious of.
Nonetheless, I've been told to use the emission shader and the emission shader seems to give those nice flat colours.
But it also desaturates your colours. Your colours get just a little bit greyed out when you feed em through the emission shader.
There's an emission strength value in the Material Properties tab. And you are free to adjust that strength value and get different degrees of saturation in your little stylised low poly character or whatever you're using flat colours for.
But it's never the same colours you put in. It's always slightly desaturated, even if it's only 0.001 desaturation, it's still changing your colours.
So today I went into the node tree and plugged the image texture node into the material output node. I thought you needed a shader node between the two of them but you don't.
And it just works. And it just gives the colours I put in. It doesn't fiddle with the colours and it doesn't tamper with them, it's just the colours I put in.
I'm being monkey brained, aren't I? There has to be some reason why I would allow the software to change my colours with the shaders, right? There has to be some tradeoff that I'm not aware of, right?
Because this just works. You just plug it in and it just works.
I think I'll just do this until it poses a problem then! And when it's a problem, I'll fix it or I'll go back to using the emission shader!
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reposting since the original was a reblog to an already long post and thus got drowned :P
i made a paper model of @dampfnudeldove‘s minecraft pigeon!! huge credit to them for the original model and texture. they were kind enough to lend me the blockbench file so i could have a full reference to work with :D
apologies for the. shite camera quality i only have my dinky phone camera
you can make your own for the cheap price of free and a printer. fair warning you may need to print it a bit bigger or split it into multiple pages. i recommend using a sturdier paper although i made mine using basic printer paper. cardstock is good, although with thicker paper i recommend scoring the folds so they are nice and crisp. be careful with the cere (the light grey cube over the beak) as that is the fiddliest part.
#hoomarts#papercraft#pigeon#minecraft#hehe first post that isn't the Introductory one#here is pidge. he is little guy. appreciate him#feel free to tag me if you make one using the pattern i provided!! i want to see your pidges
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Guys help, imma have to stay awake for at least another 6 hours anyone awake to recomend me funny prehistoric creatures to make in blockbench from my phone?
#blockbench#please help :'v#its not even that im tired#the adhd makes boredom enough for my soul to leave my body
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Dash Down: A Dungeon Run sidequest
It's been a while since I last posted, and I'll admit that I'm prone to leaving projects unfinished, but I'm committed to seeing this one through.
Decked out was a big inspiration to a friend of mine (if you don't know what that is, I'd really recommend going and finding out) so she decided to start a project of her own. About a year ago she opened it up to us 'Dungeon Run'. The condensed rundown is that there are 3 entrances/exits to a 2 story dungeon that sprawls a 16x16 chunk area filled with spawners and loot barrels, all armour and weapons have curse of vanishing, and there are 3 tiers of compasses to follow in exchange for artefacts that are similar to the ones in decked out.
So I decided I want in on this, I already designed the loot barrel redstone, but I didn't want to let it stop there. So for the past few months, with the help of my wonderful girlfriend, and with authorisation from the creator of D.R., I have been slowly conceptualising and designing a side game 'Dash Down' and I thought I should document some of the effort that's going in to this.
Before I get into what we've been up to I should probably give a quick run down of how our game is going to work. This game is going to be a faster pace maze like sprint. You can trade in coins from the main game for a higher number of coins from this one, and those coins will allow you to pay for time in the dungeon before enderporting you out. It'll have a much smaller footprint but around about 25 layers to play through, each with a different style/theme.
So we're at least a few months into the design process at this point and have done a lot of resource gathering, here are some things I remember working on.
Refining the gameplay elements
Designing the paid enderporter/dungeon entrance system
Conceptualising 'Legendary gear'
Creating a redstone system to dispense legendary gear
Fully designing one of the levels 'Abandoned Mineshaft'
Creating a spreadsheet for legendary gear (that's so large it crashes my phone if I try to open it)
Lots of villager trading
A total overhaul of our trading hall
Grinding a skeleton spawner for days
Lots of afk time at a friends gold farm
Lots of piglin bartering
Making an iron farm
Creating a custom texture for our coins
Modelling the coins in blockbench
Creating a name dependant resource pack with the help of the super talented dragonita-arboth (check out her work if you haven't already)
Creating a ghast farm
Designing loot tables for fair randomised loot
Building a wither skeleton farm
There's probably more than that, that I forgot about. And there's too much for me to go into detail about in this one post. But I'm super excited to work on it, and super excited to talk about it. So if you've read this far, feel free to ask any questions you may have. I'm happy to answer them.
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Computer should be back shortly within a week or so at the rate it’s getting repairs, then I’ll be back on track with finishing skins much quicker and much more efficiently! The phone app of Blockbench is cool but it’s so slow and hard to get much things done where as on PC I can do like 3 skins in a day wtf. 😭
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