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Blockbench – A low-poly 3D model editor

blockbench.net

41–50 of 52 posts

Re: Blockbench – A low-poly 3D model editor

#42
post #13

As it might take a few clicks, this is a tutorial from their YouTube channel: https://www.youtube.com/watch?v=WbyCbA1c8BM It gives a much better quick impression of what this tool is like.

I watched this and the workflow looks identical to blender. I don't see the benefit over just using blender.

The benefit is that it's extremely streamlined and simplified to suit the specific type of assets it is designed to create. It is designed for hobbyists- people creating assets for things like Minecraft and Roblox, or indie games- not for people who already know how to use something like Blender.

If you already know how to use Blender then, yes, do that.

Re: Blockbench – A low-poly 3D model editor

#43
post #13

As it might take a few clicks, this is a tutorial from their YouTube channel: https://www.youtube.com/watch?v=WbyCbA1c8BM It gives a much better quick impression of what this tool is like.

I watched this and the workflow looks identical to blender. I don't see the benefit over just using blender.

The entire 3D creation workflow will move to the browser and workstations will become thin clients.

You can share work and assets with the team, collaboratively edit, easily demo, and farm expensive rendering out to compute clusters.

We'll also see more AI-driven construction. Stuff you can't run on individual workstations.

Re: Blockbench – A low-poly 3D model editor

#44
post #36

Earlier quoted context omitted.

It runs in the browser, for one. Not that it needs to be better than Blender to be interesting.

Why on earth would you want to run your 3D modeling software in a browser window?

If it works, it works.

Then, all else being equal, the browser is more convenient.

Also, see Adobe’s acquisition of Figma.

Re: Blockbench – A low-poly 3D model editor

#45

Earlier quoted context omitted.

I watched this and the workflow looks identical to blender. I don't see the benefit over just using blender.

The benefit is that it's extremely streamlined and simplified to suit the specific type of assets it is designed to create. It is designed for hobbyists- people creating assets for things like Minecraft and Roblox, or indie games- not for people who already know how to use something like Blender. If you already know how to use Blender then, yes, do that.

Even if you're familiar with Blender, there can be value in having a more focused tool. I've tried using it for low-poly 3D modelling before and it's annoying having so much of the interface dedicated to functionality I can't use.

Re: Blockbench – A low-poly 3D model editor

#46
post #7

How does something like this compare to doing low poly work within Blender? I imagine this is easier but I’m not an artist

Judging by the gallery, this makes a tradeoff giving you automatic consistent-density UV mapping in exchange for being bad at organic shapes. I assume rectangles/boxes are a big part of the tooling.

Re: Blockbench – A low-poly 3D model editor

#47

Earlier quoted context omitted.

The benefit is that it's extremely streamlined and simplified to suit the specific type of assets it is designed to create. It is designed for hobbyists- people creating assets for things like Minecraft and Roblox, or indie games- not for people who already know how to use something like Blender. If you already know how to use Blender then, yes, do that.

Even if you're familiar with Blender, there can be value in having a more focused tool. I've tried using it for low-poly 3D modelling before and it's annoying having so much of the interface dedicated to functionality I can't use.

Using a limited palette has been a point of friction in Blender, too. You can't update the palette from within Blender, and you need to use tiny UV coordinates.

Re: Blockbench – A low-poly 3D model editor

#49
post #34
post #23

The main thing that makes this nicer to work in than Blender (for these “pixel art 3D” models) is that you don’t need to UV-unwrap your models. That and the fact that working with “pixel art” painting in Blender is inconvenient at best.. I’m actually working on a plug-in for Blender to enable some of this workflow where you can just straight paint on your models :)

I had high hopes for Sprytile, but it seems to have not kept up with the 3.x transition. https://jeiel.itch.io/sprytile

Looks like there are forks that work! https://github.com/Sprytile/Sprytile/issues/144

Re: Blockbench – A low-poly 3D model editor

#50

This style has been getting a lot if support lately. Sprytile is big, but my favorite is Union Bytes Painter.

As someone familiar with Blender, Sprytile looks great, but it also looks as though there hasn’t been a release since 2020. Anyone know if this project is still alive?

https://github.com/Sprytile/Sprytile/issues/144
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