blockbench-modeling

Installation
SKILL.md

Blockbench Modeling

Build 3D models using cubes and meshes in Blockbench.

Plan the Shape and Target

Before a new model or substantial geometry redesign, resolve the user's appearance/accuracy, performance, or balanced preference through Blockbench use. Follow appearance and performance planning to set a working element/face budget and choose which details belong in geometry, UV tiles, or PBR. Prototype and count one repeated section before multiplying it; braces, infills, foot plates, and fasteners should not automatically become separate cubes.

Use format and delivery guidance when selecting a format or exporting. Block out the silhouette and proportions before UV layout and surface detail. Match polygon density to visible shape or deformation needs; automatic subdivision is not a quality step by itself.

For articulated parts, create a hierarchy with pivots at joints and unique, consistent bone names. Group origins are pivots, not translations added to a cube's from/to coordinates. Place cube bounds in the model's rest coordinate space; the hierarchy applies rotations around those pivots. Mesh vertices are mesh-local, as described below. Check overlapping surfaces for z-fighting and preview moving parts for hidden gaps. See the official modeling overview.

When resizing or duplicating textured geometry at a different size, re-evaluate the face UV spans rather than blindly retaining the source rectangle. Follow UV scale and distortion guidance for side/end proportions, final scale transforms, and shared-material density. Correct mapping within the chosen geometry budget; additional cubes are not the default remedy for texture stretching.

Available Tools

Installs
978
GitHub Stars
18
First Seen
Jan 24, 2026
blockbench-modeling — jasonjgardner/blockbench-mcp-project