A modern, open source 3D model editor for Minecraft mods!

Blockbench

Blockbench

  -  197 MB  -  Open Source
  • Latest Version

    Blockbench 5.0.5 LATEST

  • Review by

    Sophia Jones

  • Operating System

    Windows 7 64 / Windows 8 64 / Windows 10 64

  • User Rating

    Click to vote
  • Author / Product

    JannisX11 / External Link

  • Filename

    Blockbench_5.0.5

Blockbench is free modeling software for Windows PC. It was made to create models for the open-world game “Minecraft”, but it can also create models for all sorts of other purposes. Blockbench is absolutely free!

The project is open source and the website is funded by donations.

Everything that you make with the app is your artwork. Blockbench is just a tool. That means that you can use and redistribute anything made with Block bench, even for commercial use.

It would, however, be nice if you give credit – and leave the credit line in the JSON file – in return.

Most antivirus programs detect downloaded executable files that are not signed. Signing requires a specific certificate that is not viable for an independent developer like me. Block bench and all its libraries and frameworks are open source, so you can be sure that the installer is safe to use.



You can add background images to each camera angle in the app. On orthographic camera angles, the background can be used as a blueprint for the model.

To add a new background, use the menu View > Background > Add Background. To change it, use the toolbar in the bottom right corner of the preview window.

Features and Highlights

Display Settings
Don't waste your time changing numbers and reloading the resource pack. Blockbench has it all built-in!

Vertex Snapping
Vertex Snapping lets you connect two angled shapes. This makes it super easy to create smooth curves.

Plugins
Customize the program with the built-in plugin store. Or create your own plugin and add a new feature or new format.

Entity Modeling
Create and edit custom entity models. For Bedrock Edition and Optifine!

Export Formats
It can export to various formats, including Bedrock and Optifine models or .obj models for Sketchfab.

Texture Editing
Create, edit, and paint texture right inside the program. This makes the app an all-in-one solution for custom models.

How to Use
  • Launch the software and create a new project
  • Select a model format compatible with Minecraft
  • Use the tools to create and modify 3D models
  • Apply textures and materials to your model
  • Animate models using the built-in animation editor
  • Export the model in the required format for Minecraft
  • Test and implement the model in Minecraft mods
System Requirements
  • OS: Windows 10 or Windows 11
  • Processor: Intel or AMD dual-core processor
  • RAM: 4GB minimum (8GB recommended)
  • Graphics: Integrated or dedicated GPU with OpenGL support
  • Storage: 500MB available disk space
  • Display: 1024x768 resolution or higher
PROS
  • Free and open-source software
  • Supports multiple Minecraft model formats
  • Built-in texture and animation tools
  • User-friendly interface for beginners
  • Active community and plugin support
CONS
  • Limited to Minecraft-specific modeling
  • Lacks advanced 3D modeling features
  • Requires learning curve for animations
  • Some tools feel basic for professionals
  • Occasional performance issues with large models


Why is this app published on FileHorse? (More info)
  • Blockbench 5.0.5 Screenshots

    The images below have been resized. Click on them to view the screenshots in full size.

    Blockbench 5.0.5 Screenshot 1
  • Blockbench 5.0.5 Screenshot 2
  • Blockbench 5.0.5 Screenshot 3
  • Blockbench 5.0.5 Screenshot 4
  • Blockbench 5.0.5 Screenshot 5

What's new in this version:

Features & Changes:
- New Java block/item format version with no rotation limit
- Added Nautilus and Nautilus Baby skin presets
- Added new language "Portuguese (Brazil)"
- Reduced contrast of grid color
- When auto UV is enabled on a cube, using the resize tool will now expand UVs in the direction in which it is being expanded

Technical/API Changes:
Added new event hooks:
- display_model_stats
- interpolate_keyframes
- generate_texture_template

- Added undo message argument to finish-/ed_edit event hook
- Added displayFrame option on custom animator channels
- Added support for boolean properties on keyframes
- Added condition option for custom animation channels
- Added support for requestable native API clipboard
- The UV resolution in new projects now defaults to the format block size
- Resolution presets in template generator are now displayed relative to block size
- Added format option for forward direction, can be one of -z, +z, -x, +x
- Made Model Stats customizable via plugin
- Added animation_grouping format option to support one-per-file animation files

Fixed:
- Fixed undo issue when creating armature
- Fixed #3151 Shelf display missing as a preset option
- Fixed UV navigator showing when UV editor is not zoomed out
- Fixed selection issue with armature inside nested bone chain
- Fixed rotating armature bone chain applying rotation to all selected bones
- Fixed being able to create armature as child of armature bone
- Fixed pasting into outliner with no elements selected
- Panel update performance improvements
- Improved armature posing performance
- Fixed #3156 action.merge_splines is missing translation
- Fixed cube auto UV not supporting mirrored faces
- Fixed dragging unselected outliner elements issue
- Fixed vertical alignment in dialog forms
- Fixed timeline css issues
- Fixed undo message when cutting texture selection
- Fixed #3178 Unselect All not working in animation mode
- Fixed issue with requesting file system access if scoped access is already granted
- Fixed default values when creating keyframe extending animation on "once"
- Fixed UV editor shifting when activating texture layers
- Fixed #3189 interpolate option from mcmeta files is ignored
- Fixed several issues related to Clear Unused Texture Space
- Fixed #2841 and #2840 feature is not working correctly with layers
- Fixed incorrect UV on cubes when using per texture UV size
- Fixed vertex weight calculation issues when mesh has transformations