LESSON04

BLOCKBENCH 3D
Turn repetition into visual rhythm

A touch of sand color,
A three-dimensional work.

M110 style,
From outline to display animation.

The large pieces of sand color stand firm first, and then the small pieces of dark gray are lined up. Along a long outline, practice steps, repetitions, and contrasts of warm and cold; finally, let the whole piece rotate slightly to see if each pixel is placed in the right place.

  • Getting started and advanced
  • Recommended 90–120 minutes
  • 59 blocks
  • 2 segments display animation
Real-time 3D works

Loading textured model...

Drag to rotate·Scroll wheel to zoom
Let’s look at the finished product first, and then break down the production process.Switch "props swing/left and right display". This is an exterior art model and does not include internal mechanisms, shooting or loading action.
This time's goal59 squares, 7 groups, one pixel atlas. Read the look with large color blocks, repetitive rhythms and cool accents.Practice package and preparation ↓

BEFORE YOU BUILD

What I practiced today was modeling, not mechanics.

This lesson is Minecraft style game art practice. The M110 prototype is a semi-automatic model, please refer to the nameU.S. Army official equipment introduction. Here its appearance is summarized in exaggerated proportions,All parameters are virtual modeling units, not actual dimensions or manufacturing drawings.

Prepare Blockbench 5.x, use Generic Model, do not need to run Minecraft. First use can be made firstPumpkin lantern introductory course.

Download 5 Phase Project · 33 KB ↓
  • 01-sand-silhouette.bbmodel11 widgets · 3 groups · 0 animations
  • 02-forearm-pattern.bbmodel35 widgets · 4 groups · 0 animations
  • 03-scope-details.bbmodel59 widgets · 7 groups · 0 animations
  • 04-idle-animation.bbmodel59 parts · 7 groups · 1 animation
  • 05-finished-animated.bbmodel59 parts · 7 groups · 2 animations

Phases are pre-positioned with textures to facilitate observation. The software screenshot was taken in the Chinese version of this machine, Blockbench, and did not follow from the blank project; the structure chart is marked separately. Please save your own exercise first.

STEP1

For new projects, first look at the big outline

First have a clear map, and then start building blocks.

  1. New Generic Model/general model, Name my_m110_proptexture set to 64 × 64, use face to face UV.
  2. Save first my-m110-prop.bbmodel. Create outermost group Display, Pivot set 0 / 8 / 0.
  3. Create Stock and Body under Display, and install the rear and central outlines respectively. If you want to see the effect first, you can open stage 01 and save your own copy.
X ↔ lengthY ↑ heightZ ↔ Thickness · Front end toward +X
Native Blockbench · Chinese interfaceView original image ↗
M110 sand contour stage with native Blockbench open
Actual machine 01Look at the big outline first, don’t rush to add details
  • There are 11 blocks and 3 groups in the reference project.
  • The left side is the texture and the right side is the outline; the central preview can be dragged and observed.
STEP2

Create sand-colored main body and stepped shape

Large blocks determine recognition, while small blocks are only responsible for completing one sentence.

  1. Pick Stock, add stock_main:Position −26 / 6 / −1.7,Size 10 / 5 / 3.4. Position is the starting point of the box, not the center.
  2. Use stock_lower to make the lower ladder, and then add stock_slope. The Z rotation of the ramp block is 20°, Pivot −16.6 / 6.25 / 0.
  3. Add a central shell, sloping grip outline and lower box silhouette to the Body. Complete a total of 11 parts according to the table and compare 01-sand-silhouette.bbmodel.
Native Blockbench · Chinese interfaceView original image ↗
The position and size of M110 stock_main selected by local Blockbench
Actual machine 02Select one to read four sets of values
  • The parameters on the right only correspond to the currently selected block.
  • For the inclined block, Rotation and Pivot must be checked at the same time, do not just enter the size.
M110 sand color body outline composed of 11 squares
Structure chart 01/ Subject first, allowing deep sand to divide the layers.
Virtual modeling parameters of 11 main components
Block/GroupPositionSizeRotation °PivotUV
stock_main
Stock
-26 / 6 / -1.710 / 5 / 3.40 / 0 / 0-21 / 8.5 / 00 / 0 / 16 / 16
stock_lower
Stock
-25 / 3.5 / -1.56.5 / 2.5 / 30 / 0 / 0-21.75 / 4.75 / 032 / 0 / 48 / 16
stock_slope
Stock
-19.5 / 5.1 / -1.55.8 / 2.3 / 30 / 0 / 20-16.6 / 6.25 / 00 / 0 / 16 / 16
stock_top
Stock
-25.4 / 11 / -1.559.3 / 0.65 / 3.10 / 0 / 0-20.75 / 11.325 / 016 / 0 / 32 / 16
rubber_pad
Stock
-26.6 / 3.2 / -1.850.7 / 8.5 / 3.70 / 0 / 0-26.25 / 7.45 / 032 / 16 / 48 / 32
body_upper
Body
-15 / 8.3 / -1.813 / 3.5 / 3.60 / 0 / 0-8.5 / 10.05 / 00 / 0 / 16 / 16
body_lower
Body
-13 / 5.8 / -1.6510.3 / 2.5 / 3.30 / 0 / 0-7.85 / 7.05 / 016 / 0 / 32 / 16
stock_bridge
Body
-16.5 / 9 / -1.352.5 / 2.4 / 2.70 / 0 / 0-15.25 / 10.2 / 00 / 16 / 16 / 32
grip_shell
Body
-12 / 1.7 / -1.12.5 / 4.8 / 2.20 / 0 / -18-10.75 / 4.1 / 032 / 0 / 48 / 16
box_silhouette
Body
-6.2 / 1.8 / -1.44.5 / 4.8 / 2.80 / 0 / 0-3.95 / 4.2 / 032 / 0 / 48 / 16
box_base
Body
-6.4 / 1.4 / -1.554.9 / 0.7 / 3.10 / 0 / 0-3.95 / 1.75 / 00 / 16 / 16 / 32
STEP3

Let the duplicate cubes out of rhythm

The same small square, arranged neatly, has a rhythm.

  1. Create Handguard under Display. add forearm_shell:Position −2 / 8.2 / −1.75,Size 15 / 3.7 / 3.5, plus top and long front-end shape.
  2. The dark patches on the side areDecorative pixels on the outside. Do it first vent_near_1Copy to 6 with each X increase 2.15; the other side uses a different Z by table.
  3. Do eight of the top little prixes, each with an X increase 1.8. Unify the spacing first, and then check whether the first and last pieces cross the boundary. Completed with 35 parts in total.
What is copied is the shape, what is changed is the position.

vent_near_1 → Position −0.8 / 9.4 / 1.76; Size 1.3 / 0.8 / 0.16. In the second block, just change X to 1.35. Small patches of color are attached to the outer surface, not actual dug holes.

Native Blockbench · Chinese interfaceView original image ↗
M110 with front shape and repeated decoration added to this machine's Blockbench
Actual machine 03Let the little pieces be arranged along a line.
  • Stage 02 has 35 components, which still do not contain the top-scan contour.
  • Check that small dark-colored pieces are not buried in the body or hanging out.
M110 front structure with repeating ribs and side trim
Structure diagram 02 / Turn repetition into order through copying and spacing.
24 front and repeat trim part parameters
Block/GroupPositionSizeRotation °PivotUV
forearm_shell
Handguard
-2 / 8.2 / -1.7515 / 3.7 / 3.50 / 0 / 05.5 / 10.05 / 00 / 0 / 16 / 16
forearm_top
Handguard
-1.6 / 11.9 / -1.514.3 / 0.65 / 30 / 0 / 05.55 / 12.225 / 016 / 0 / 32 / 16
front_slim_shell
Handguard
13 / 9.3 / -0.6511 / 1.3 / 1.30 / 0 / 018.5 / 9.95 / 00 / 16 / 16 / 32
front_tip
Handguard
24 / 9.1 / -0.852.3 / 1.7 / 1.70 / 0 / 025.15 / 9.95 / 032 / 16 / 48 / 32
vent_near_1
Handguard
-0.8 / 9.4 / 1.761.3 / 0.8 / 0.160 / 0 / 0-0.15 / 9.8 / 1.8432 / 16 / 48 / 32
vent_near_2
Handguard
1.35 / 9.4 / 1.761.3 / 0.8 / 0.160 / 0 / 02 / 9.8 / 1.8432 / 16 / 48 / 32
vent_near_3
Handguard
3.5 / 9.4 / 1.761.3 / 0.8 / 0.160 / 0 / 04.15 / 9.8 / 1.8432 / 16 / 48 / 32
vent_near_4
Handguard
5.65 / 9.4 / 1.761.3 / 0.8 / 0.160 / 0 / 06.3 / 9.8 / 1.8432 / 16 / 48 / 32
vent_near_5
Handguard
7.8 / 9.4 / 1.761.3 / 0.8 / 0.160 / 0 / 08.45 / 9.8 / 1.8432 / 16 / 48 / 32
vent_near_6
Handguard
9.95 / 9.4 / 1.761.3 / 0.8 / 0.160 / 0 / 010.6 / 9.8 / 1.8432 / 16 / 48 / 32
vent_far_1
Handguard
-0.8 / 9.4 / -1.921.3 / 0.8 / 0.160 / 0 / 0-0.15 / 9.8 / -1.8432 / 16 / 48 / 32
vent_far_2
Handguard
1.35 / 9.4 / -1.921.3 / 0.8 / 0.160 / 0 / 02 / 9.8 / -1.8432 / 16 / 48 / 32
vent_far_3
Handguard
3.5 / 9.4 / -1.921.3 / 0.8 / 0.160 / 0 / 04.15 / 9.8 / -1.8432 / 16 / 48 / 32
vent_far_4
Handguard
5.65 / 9.4 / -1.921.3 / 0.8 / 0.160 / 0 / 06.3 / 9.8 / -1.8432 / 16 / 48 / 32
vent_far_5
Handguard
7.8 / 9.4 / -1.921.3 / 0.8 / 0.160 / 0 / 08.45 / 9.8 / -1.8432 / 16 / 48 / 32
vent_far_6
Handguard
9.95 / 9.4 / -1.921.3 / 0.8 / 0.160 / 0 / 010.6 / 9.8 / -1.8432 / 16 / 48 / 32
top_ridge_1
Handguard
-1.2 / 12.5 / -1.150.9 / 0.4 / 2.30 / 0 / 0-0.75 / 12.7 / 00 / 16 / 16 / 32
top_ridge_2
Handguard
0.6 / 12.5 / -1.150.9 / 0.4 / 2.30 / 0 / 01.05 / 12.7 / 00 / 16 / 16 / 32
top_ridge_3
Handguard
2.4 / 12.5 / -1.150.9 / 0.4 / 2.30 / 0 / 02.85 / 12.7 / 00 / 16 / 16 / 32
top_ridge_4
Handguard
4.2 / 12.5 / -1.150.9 / 0.4 / 2.30 / 0 / 04.65 / 12.7 / 00 / 16 / 16 / 32
top_ridge_5
Handguard
6 / 12.5 / -1.150.9 / 0.4 / 2.30 / 0 / 06.45 / 12.7 / 00 / 16 / 16 / 32
top_ridge_6
Handguard
7.8 / 12.5 / -1.150.9 / 0.4 / 2.30 / 0 / 08.25 / 12.7 / 00 / 16 / 16 / 32
top_ridge_7
Handguard
9.6 / 12.5 / -1.150.9 / 0.4 / 2.30 / 0 / 010.05 / 12.7 / 00 / 16 / 16 / 32
top_ridge_8
Handguard
11.4 / 12.5 / -1.150.9 / 0.4 / 2.30 / 0 / 011.85 / 12.7 / 00 / 16 / 16 / 32
STEP4

Add scope outline and organize the groups

Use height and density to give the silhouette an extra layer.

Create a new Scope, and use a cuboid and a stepped block to summarize the outline of the scope; two columns connect it with the main body.glass_front Is blue-greenOpaque pixel surface, show only appearance. Add the Decorations in Details and Bipod, finish 59 parts, 7 groups.

Display(整件作品的展示动画)
├─ Stock      后部轮廓
├─ Body       中央外形
├─ Handguard  前部与重复像素
├─ Scope      瞄镜剪影与色片
├─ Details    小型装饰
└─ Bipod      下方支架造型
Native Blockbench · Chinese interfaceView original image ↗
M110 complete model and grouping in native Blockbench
Actual machine 04Each type of component is put into its own group
  • All six subgroups belong to Display.
  • Just do the display animation on Display, and the whole work will move together.
24 component parameters of scope silhouette, decoration and bracket
Block/GroupPositionSizeRotation °PivotUV
scope_tube
Scope
-13 / 15 / -0.813.5 / 1.6 / 1.60 / 0 / 0-6.25 / 15.8 / 00 / 16 / 16 / 32
scope_rear
Scope
-14.5 / 14.55 / -1.253 / 2.5 / 2.50 / 0 / 0-13 / 15.8 / 032 / 16 / 48 / 32
scope_front
Scope
0.1 / 14.15 / -1.654 / 3.3 / 3.30 / 0 / 02.1 / 15.8 / 00 / 16 / 16 / 32
scope_front_rim
Scope
4 / 14 / -1.80.8 / 3.6 / 3.60 / 0 / 04.4 / 15.8 / 032 / 16 / 48 / 32
glass_front
Scope
4.81 / 14.4 / -1.40.08 / 2.8 / 2.80 / 0 / 04.85 / 15.8 / 016 / 32 / 32 / 48
glass_rear
Scope
-14.6 / 14.85 / -0.950.08 / 1.9 / 1.90 / 0 / 0-14.56 / 15.8 / 00 / 32 / 16 / 48
scope_dial_top
Scope
-6 / 16.5 / -0.91.9 / 1.3 / 1.80 / 0 / 0-5.05 / 17.15 / 016 / 16 / 32 / 32
scope_dial_side
Scope
-6 / 15 / 0.81.9 / 1.4 / 0.80 / 0 / 0-5.05 / 15.7 / 1.216 / 16 / 32 / 32
scope_ring
Scope
-11 / 14.7 / -1.051 / 2.2 / 2.10 / 0 / 0-10.5 / 15.8 / 016 / 16 / 32 / 32
scope_stand_1
Scope
-10.5 / 11.8 / -11.2 / 3.2 / 20 / 0 / 0-9.9 / 13.4 / 00 / 16 / 16 / 32
scope_stand_2
Scope
-2.5 / 11.8 / -11.2 / 3.2 / 20 / 0 / 0-1.9 / 13.4 / 00 / 16 / 16 / 32
lower_trim_front
Details
-8.1 / 4.4 / -0.60.55 / 1.5 / 1.20 / 0 / 0-7.825 / 5.15 / 00 / 16 / 16 / 32
lower_trim_base
Details
-11.4 / 4.2 / -0.63.8 / 0.5 / 1.20 / 0 / 0-9.5 / 4.45 / 00 / 16 / 16 / 32
side_plate
Details
-10.8 / 8.8 / 1.815 / 1.6 / 0.160 / 0 / 0-8.3 / 9.6 / 1.8932 / 0 / 48 / 16
side_highlight
Details
-10.5 / 10.7 / 1.824.8 / 0.2 / 0.120 / 0 / 0-8.1 / 10.8 / 1.8848 / 0 / 64 / 16
side_square
Details
-4.9 / 7.1 / 1.681.1 / 0.9 / 0.250 / 0 / 0-4.35 / 7.55 / 1.80516 / 16 / 32 / 32
back_rail
Details
-14.8 / 11.8 / -1.13.6 / 0.5 / 2.20 / 0 / 0-13 / 12.05 / 00 / 16 / 16 / 32
front_pixel
Details
11.8 / 12.7 / -0.350.7 / 1.4 / 0.70 / 0 / 012.15 / 13.4 / 00 / 16 / 16 / 32
stock_accent
Details
-24 / 6.5 / 1.714 / 1.1 / 0.120 / 0 / 0-22 / 7.05 / 1.7716 / 0 / 32 / 16
support_bridge
Bipod
9 / 7.4 / -22.5 / 1 / 40 / 0 / 010.25 / 7.9 / 00 / 16 / 16 / 32
support_near
Bipod
9.4 / 3.4 / 1.50.8 / 4.8 / 0.8-22 / 0 / 09.8 / 5.8 / 1.916 / 16 / 32 / 32
support_far
Bipod
9.4 / 3.4 / -2.30.8 / 4.8 / 0.822 / 0 / 09.8 / 5.8 / -1.916 / 16 / 32 / 32
foot_near
Bipod
8.9 / 3 / 2.21.8 / 0.8 / 1.30 / 0 / 09.8 / 3.4 / 2.8532 / 16 / 48 / 32
foot_far
Bipod
8.9 / 3 / -3.51.8 / 0.8 / 1.30 / 0 / 09.8 / 3.4 / -2.8532 / 16 / 48 / 32
STEP5

Sand color, dark gray, and a touch of cool color

It doesn't have to be a lot of color, and it has to be clear.

  1. Import textures/m110-palette.png. The 64×64 atlas contains 16 16×16 color blocks, first distinguishing three rows of sand, dark gray and teal.
  2. The sand color occupies a large area, and a small difference in light and shade is used to express the matte coating; dark gray outlines the edges and the silhouette of the scope. The lens only uses a small piece of blue-green and draws a diagonal bright line.
  3. Switch to painting mode and try changing a color block with a 1-pixel brush. Turn the model every few strokes to avoid bright lines taking away attention from the entire outline.
Pixel atlas of M110 sand-colored coating, dark gray and blue-green lenses
Warm colors for large areas and cool colors for small areas.

First row: sand colored coating. Second row: dark gray and rubber. Third row: Lens cold reflection. Fourth row: spare embellishments.

The mirror reflection has been painted in pixels, not the real refraction environment.
Native Blockbench · Chinese interfaceView original image ↗
M110 and pixel atlas in native Blockbench painting mode
Actual machine 05Two-dimensional color and three-dimensional effect look together
  • On the left side, you can see sand color, dark gray and lens color patches.
  • Modifying a shared color block will affect all faces that reference it; save a copy first.
STEP6

Arrange UV for lenses and housings

The same shape looks like itself only when attached to the right color.

Return to edit mode, select the square, and then select the face in the UV panel. In this lesson, the six sides of each square are of the same color.UV is the four boundary values ​​of U1 / V1 / U2 / V2, not the position plus width and height.First use the following three components to check the corresponding relationship.

Sand color, dark gray, lens, try one each.

stock_main → 0 / 0 / 16 / 16;
scope_tube → 0 / 16 / 16 / 32;
glass_front → 16/32/32/48.

Native Blockbench · Chinese interfaceView original image ↗
M110 UV inspection in native Blockbench edit mode
Actual machine 06Select a face and find its color.
  • Select the stock_main, with the first color block in the first row on the left.
  • The UVs of the remaining components are checked in the last column of the parameter table.
Side inspection view of M110 sand-colored game props
Check the diagram/look at the profile from the side, and look diagonally to see if the material is pasted correctly.
STEP7

Let the complete props float gently.

The action does not need to be big, the closed loop should be able to catch up.

  1. OpenAnimationmode, new m110.idle, duration 3 seconds, loop set to Loop.
  2. Select the outermost layer Display. On the Position and Rotation tracks, add keyframes as shown below and select Linear for interpolation.
  3. Position Y only moves up and down 0.25 modeling units; rotation only changes Z, up to 1°. The first frame and the last frame are the same to avoid jumping when looping.
Native Blockbench · Chinese interfaceView original image ↗
m110.idle animation and timeline of native Blockbench
Actual machine 07What moves in the timeline is the parent group, not a single block.
  • Select m110.idle on the left, and then select Display to view the position and rotation track.
  • This paragraph is light and does not have operational details; it is small in size to allow for observation of material.
3 second sway animation · all 10 keyframes
GroupingTracktime/secondX / Y / Z
Displayposition00 / 0 / 0
Displayposition0.750 / 0.25 / 0
Displayposition1.50 / 0 / 0
Displayposition2.250 / -0.25 / 0
Displayposition30 / 0 / 0
Displayrotation00 / 0 / 0
Displayrotation0.750 / 0 / 1
Displayrotation1.50 / 0 / 0
Displayrotation2.250 / 0 / -1
Displayrotation30 / 0 / 0
STEP8

Display left and right, save your own version

The second action is to change the way of observing the work.

  1. New m110.showcase, duration 5 seconds, Loop. Still select Display, but this time only use the Rotation track.
  2. Return to normal in 0 seconds; rotate to normal in 1.25 seconds 0 / 24 / 6;2.5 seconds return; 3.75 seconds rotate to 0 / −24 / −6; 5 seconds back. Connect with Linear plug-in.
  3. Toggle two animations back and forth, make sure there is no forward migration left. Save .bbmodel, close and reopenYour own copyChecking texture and animations are still there.
Native Blockbench · Chinese interfaceView original image ↗
m110.showcase animation and completed model of native Blockbench
Actual machine 08Two animations, two viewing rhythms
  • The animation list on the left retains two sections: m110.idle and m110.showcase.
  • The upper web page viewer can also switch and pause the animation; the automatic rotation button controls the viewing angle.
Approximately 5 seconds to display · All 5 keyframes
GroupingTracktime/secondX / Y / Z
Displayrotation00 / 0 / 0
Displayrotation1.250 / 24 / 6
Displayrotation2.50 / 0 / 0
Displayrotation3.750 / -24 / -6
Displayrotation50 / 0 / 0
Rotated M110 block game props display posture
Animation gesture picture / The same work, understand it from another angle.
GOAL!

This time, try to change the material.

Retain the outline, replace the sand-colored coating with low-saturated olive green, and the lens still retains a small patch of cool color. The clearer the restrictions, the easier it is to see the effect of a change. Save when finished my-m110-variant.bbmodel.

IF SOMETHING LOOKS ODD

Stuck, look at these four places first.

Why can't animation mode be found?

Confirm that the project is a Generic Model/general model, not a Java Block/Item. Keep the original file first, and then choose a project format suitable for animation.

Why is there only one small square moving?

Part instead of Display is selected in animation. Put the other six groups into Display, and then set keyframes on Display.

Why is the bracket hanging in the air and the inclined block deviating?

Check Rotation and Pivot, don't just enter Position and Size. Three decimal places in the parameter table are enough for observation, and the stage project retains complete accuracy; also check whether the basic rotation of the group has been mistakenly changed.

Can you just put it in Minecraft?

.bbmodel cannot be installed as MOD. This lesson saves general models and display animations; for in-game use, you need to select a different target version, export format, and loading plan. It does not contain game logic such as item registration, attack, damage, etc.

KEEP LEARNING

Continue to check.

This course is an independently created game art teaching, not a precise reproduction of historical objects. The graphics, text, and projects are for personal study, classroom, and non-commercial creation. Please do not resell them as they are or pass them off as original.