Mesh mode:

this section should help explain the mesh mode in cubik studio.

Fig 1:

In figure 1 we will create a Sphere made with a Primitive mesh. This can also be done with a obj file, but we will touch on that later. Simply click the Primitive on the left side to add it to the grid. Once placed you can move the mesh around how ever you like. You can also paint on your mesh before you convert it to voxels or paint it after.

Fig 2:

In figure 2 we have Mesh selected in the Edit Mode section. You can click the options button of Mesh to Convert to voxels. (the options button is the three ■■■ on the right side)

Fig 3:

In figure 3 you will see the Voxelization selector. The Resolution depends on how much detail you need. I used 64 in this example but if that was to much detail I can always cmd+z to undo and retry another Resolution value.

Fig 4:

In figure 4 you will see a full conversion from mesh to voxels! Now its time to export for Minecraft. We simply select the Convert to elements from the Voxel options.

(the options button is the three ■■■ on the right side)

Remember to have selected Voxel in your Edit mode to see these options.

You will have three options for element conversion (cubes) (palette) and (atlas). Each of these is unique in its own way. A commonly used option would be (palette) and thats what we will use in this example.

Fig 5:

In figure 5 we select Element in Edit mode. You can see the conversion to Elements in the main views.

This will also create a texture (palette) for you to save as a .png and use along with your model. If we would have chose (atlas) we would have gotten a (atlas) style texture to save as a .png.

To save the texture right click the mesh_palette and select Save texture as seen in figure 5.

Fig 6:

In figure 6 after clicking Save texture you will see the inside of my resource pack. Yours should look similar to mine. The only difference in mine has a nubx folder. This is where I keep all my custom textures to organize them from the main pack. Its common to name this "custom".

I suggest you name your folder "your name" or "custom".

You can add a folder by clicking the folder+ option in the bottom left next to the star. Name your custom folder how ever you like to keep your pack organized.

Now name your texture and save it into your custom folder. I named my texture "cool_ball_thingy".

Fig 7:

In figure 7 I saved my "cool_ball_thingy" into my custom folder but I need to load it onto the model. You can do this by right clicking your mesh_palette and selecting Load texture.

You can also Double click your mesh_palette to load textures.

Fig 8:

In figure 8 after selecting Load texture. I locate the nubx folder where I saved the texture.

This should be located in your custom folder that was created in figure 6.

Just locate your saved texture. Mine is "cool_ball_thing" and select Open to load it. You can do the same for particle in your Elements Manager to prevent the pink and black textures when a block or item is broken.

Fig 9:

In figure 9 you will see that "cool_ball_thingy" was loaded to the mesh_palette correctly. As said above you can do the same for particle.

Fig 10:

In figure 10 we will select remove hidden faces to optimize the model for export to Minecraft. This can be found on the top right tool bar in the Element Edit Mode. Looks like a lightning bolt with a X.

Fig 11:

In figure 11 we will select culling to all elements to optimize the model even more for export to Minecraft. This can be found on the top right tool bar in the Element Edit Mode. Looks like a lightning bolt with a eye-ball.

Fig 11:

In figure 11 we are ready for export to Minecraft! Just click file then Export.

Fig 12:

In figure 12 you can see that I have named the model apple and selected the json format as the export option.

You will want your model to be exported into the models folder and then into the item folder if a item, a block folder if a block, etc.

Fig 13:

In figure 13's example we are replacing the apple so this will go into the item folder.

Fig 14:

In figure 4 we are in the items folder and will save the model as a apple. This may ask us to overwrite the current apple.json file. Since we want to replace the apple we will just click overwrite