{"id":10215,"date":"2026-01-04T19:06:22","date_gmt":"2026-01-04T19:06:22","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=10215"},"modified":"2026-01-04T19:06:22","modified_gmt":"2026-01-04T19:06:22","slug":"import-minecraft-world-blender","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/","title":{"rendered":"Import Minecraft Worlds or Blocks into Blender"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_84 counter-hierarchy ez-toc-counter ez-toc-light-blue ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6a1b10560e73b\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6a1b10560e73b\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#description\" >Description<\/a><ul class='ez-toc-list-level-4' ><li class='ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#structure-block\" >Structure Block<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#structure-block-editor\" >Structure Block Editor<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#mesh-optimisation\" >Mesh Optimisation<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#texture-optimisation\" >Texture Optimisation<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#uv-optimisation\" >UV Optimisation<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#editing-in-blender\" >Editing in Blender<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#lighting-rendering\" >Lighting &amp; Rendering<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-9\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#pixel-shadows\" >Pixel Shadows<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-10\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#androidios-minecraft\" >Android\/iOS Minecraft<\/a><\/li><\/ul><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-11\" href=\"https:\/\/www.katsbits.com\/codex\/import-minecraft-world-blender\/#timestamps\" >Timestamps<\/a><\/li><\/ul><\/nav><\/div>\n<div style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\"><center><iframe style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/rumble.com\/embed\/v71o3uc\/?pub=d3lcu\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<h3><span class=\"ez-toc-section\" id=\"description\"><\/span>Description<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Minecraft Bedrock includes a little known feature that allows map sections, or block creations\/collections, to be exported directly from the game as 3D models. These can then be imported, fully textured, into a 3D application like Blender. First a section of a map has to be defined using a special in-game tool and exported, then the resulting 3D object can be directly imported into Blender, textured and ready for editing, lighting or rendering.<\/p>\n<p><b>Duration<\/b>: total c. 15 mins (00:15:00).<br \/>\n<b>Info<\/b>: 1080p.<br \/>\n<b>Suitability<\/b>: Beginner+.<br \/>\n<b>Source<\/b>: <a href=\"https:\/\/www.katsbits.com\/files\/minecraft\/katsbits - minecraft world export.zip\">KatsBits &#8211; Minecraft World Export<\/a> (c. 10 MB | *.blend, *.fbx, *.png).<br \/>\n<b>Product ID<\/b>: n\/a.<\/p>\n<blockquote><p><strong>Design note<\/strong>: additional considerations when exporting worlds from Minecraft and importing them into Blender.<\/p>\n<div style=\"background-color: #fc0; color: #000; width: 98.5%; padding: 1.0em;\"><strong>Important<\/strong>: Minecraft needs to be in <strong>Creative<\/strong> game mode with <strong>Cheats<\/strong> enabled to access commands. If wanting to export a block collection from an &#8216;active&#8217; world be sure to <strong><em>make a copy of that world<\/em><\/strong> and edit that duplicate so as to not lose achievements or other gameplay rewards\/awards.<\/div>\n<h4><span class=\"ez-toc-section\" id=\"structure-block\"><\/span>Structure Block<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Exporting map sections or block creations from Minecraft utilises a special &#8216;editor&#8217; block called a <strong>structure_block<\/strong>. Its not ordinarily available as a placeable item so has to be added as a &#8216;command&#8217;. To do this, press <span class=\"shortcutkey\">T<\/span> to open the chat\/command input field, type the following and press <span class=\"shortcutkey\">Enter<\/span>;<\/p>\n<div style=\"width: 98.5%; background-color: #e7faea; color: #000; font-family: courier; padding-left: 1.0em;\">\/give @p structure_block<\/div>\n<p>This drops the structure block into the inventory as a usable item that can be placed and &#8216;used&#8217; the same way as the crafting table or other higher-level crafting blocks by <em>right-clicking<\/em> it. Doing this opens the <strong>Structure Block Editor<\/strong>.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-structure-block.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-structure-block.jpg\" alt=\"Structure Block in Minecraft\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>The <strong>Structure Block<\/strong> [1] is a special &#8216;command only&#8217; block that appears in the Users inventory once added. It can be used in similar ways to other &#8216;high-level&#8217; blocks types &#8211; simply right-click it.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"structure-block-editor\"><\/span>Structure Block Editor<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>The <strong>Structure Block Editor<\/strong> is an in-game editor that allows regions of a world to be selected on the <strong>X<\/strong>, <strong>Y<\/strong> and <strong>Z<\/strong> axes (up\/down, left\/right, front\/back) relative to the blocks position in the world. This creates a boundary or region that captures whatever world objects are inside it. To use it, set;<\/p>\n<p>\u2022 <strong>Mode:<\/strong> to <strong>3D Export<\/strong> [2].<br \/>\n\u2022 <strong>Size<\/strong> on the X, Y and Z &#8211; 1 unit = 1 block [3].<br \/>\n\u2022 <strong>Offset<\/strong> on the X, Y and Z &#8211; the structure block is the selection regions origin.<\/p>\n<p>Once an area has been selected it can be exported clicking the <strong>Export<\/strong> button. This opens Windows <strong>File Explorer<\/strong> where the save location can be set, and file saved as a *.glb package.<\/p>\n<div style=\"background-color: #fc0; color: #000; width: 98.5%; padding: 1.0em;\"><strong>Important<\/strong>: the editor only captures static &#8216;world&#8217; objects and elements, characters, mods, and other &#8216;dynamic&#8217; objects won&#8217;t be included.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-structure-block-editor.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-structure-block-editor.jpg\" alt=\"Structure Block Editor settings\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To exported block selections the Structure Block Editor needs to be in 3D Export mode [2] &#8211; others are available. Here the size (dimension) of the selection area, and its position relative to the structure block itself can be set [3] before export [4] as a *.glb package.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"mesh-optimisation\"><\/span>Mesh Optimisation<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Exporting block selections from Minecraft using the Structure Block Editor creates a &#8216;unified&#8217; or &#8216;game-ready&#8217; 3D object. In other words, the resulting *.glb file is heavily optimised. In practice this means that, rather than capturing each individual block contained within the selection boundary (region), <strong><em>only visible surfaces are saved<\/em><\/strong>, surfaces or structures hidden from view or not visible are excluded. In essence the exported glb model is a skin.<\/p>\n<div style=\"background-color: #fc0; color: #000; width: 98.5%; padding: 1.0em;\"><strong>Important<\/strong>: to maintain Minecraft&#8217;s <a href=\"https:\/\/www.katsbits.com\/codex\/tag\/shade-flat\/\">flat shading<\/a>, block surfaces are physically <a href=\"https:\/\/www.katsbits.com\/codex\/tag\/split-mesh\/\">Split<\/a> apart into triangulated square plains.<\/div>\n<p><\/p>\n<div style=\"width: 98.5%; background-color: #dedede; color: #000; padding: 1.0em;\"><strong>Aside<\/strong>: exporting every individual block within a selection can quickly create a glb file that is excessively large and difficult to manage, a relatively small in-game area that&#8217;s <strong>10 x 10 x 10<\/strong> on the X, Y and Z for example, contains <strong>1000<\/strong> blocks, each potentially having its own set of associated assets. Opened in Blender, this small area export will be a *.blend file that has 1,000 objects, each likely to have its own properties and associated assets. For Blender, the more objects there are, the slower the application becomes (performance degradation is tied more closely to the number of objects being managed than it is to how many polygons the project contains).<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-optimised-meshes.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-optimised-meshes.jpg\" alt=\"Optimised mesh exports from Minecraft\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>World or block selections exported from Minecraft only include what&#8217;s visible to the player. In Blender this means objects are essentially &#8216;skins&#8217;, there is nothing inside them as might be expected.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"texture-optimisation\"><\/span>Texture Optimisation<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Textures are similarly optimised. Rather than being included in the exported *.glb as individual assets a single <em>material sheet<\/em> or <em>texture atlas<\/em> is included, typically a 2048 x 2048 pixels *.png, meshes then being UV mapped to their respective &#8216;unit&#8217; within the image.<\/p>\n<div style=\"width: 98.5%; background-color: #dedede; color: #000; padding: 1.0em;\">\n<p><strong>Aside<\/strong>: depending on the blocks captured, exports from Minecraft will include two versions of the same texture atlas;<\/p>\n<p>\u2022 Image_1 = standard textures<br \/>\n\u2022 Image_0 = transparent textures<\/p>\n<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-texture-atlas.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-texture-atlas.jpg\" alt=\"Minecraft texture Atlas\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Exporting block selections from Minecraft, a texture atlas containing all the default assets is included &#8211; each block texture is mapped to a specific area of the image.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"uv-optimisation\"><\/span>UV Optimisation<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Hand-in-hand with the use of a texture atlas, UVs are also optimised in that the <a href=\"https:\/\/www.katsbits.com\/codex\/tag\/uv-mapping\/\">UV mapping<\/a> for each block type, e.g. grass, is mapped to the same segment of the atlas [5], in other words the UVs associated with faces textured with &#8216;dirt\/grass&#8217; trim, will be overlayed, or layered, on top of one another.<\/p>\n<div style=\"width: 98.5%; background-color: #dedede; color: #000; padding: 1.0em;\"><strong>Aside<\/strong>: as a consequence of the Minecraft programmatically minimising pattern repetition due to tiling the same image over large areas, the UVs for a given selection may not all use the same orientation on the texture atlas.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-uv-mapping.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-uv-mapping.jpg\" alt=\"Minecraft export UV mapping\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>UVs are mapped based on block type so all &#8216;grass&#8217; will use, be UV mapped, the same dedicated area of the texture atlas [5] &#8211; TNT is shown &#8216;incorrectly&#8217; mapped above to illustrate this.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"editing-in-blender\"><\/span>Editing in Blender<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Depending on the reason for exporting blocks from Minecraft, imported meshes may needs some basic prep before they can be edited; <a href=\"https:\/\/www.katsbits.com\/codex\/remove-doubles\/\">Merged by Distance<\/a> and Triangles to Quads. For each imported part, switch to <strong>Edit Mode<\/strong> and select everything, <span class=\"shortcutkey\">A<\/span>. Next, from the <strong>Mesh<\/strong> menu find <strong>Clean Up<\/strong>, then choose <strong>Merge by Distance<\/strong> &#8211; <strong><em>Mesh \u00bb Clean Up \u00bb Merge by Distance<\/em><\/strong>. This &#8216;merges&#8217; everything together into a single closed surface, no co-located or coincidental duplicate vertices.<\/p>\n<div style=\"width: 98.5%; background-color: #dedede; color: #000; padding: 1.0em;\"><strong>Aside<\/strong>: the two mesh-prep steps described here can be carried out in any order. The result is the same.<\/div>\n<p>Next, with everything selected, from the <strong>Face<\/strong> menu, select <strong>Triangles to Quads<\/strong> &#8211; <strong><em>Face \u00bb Triangles to Quads<\/em><\/strong>. This merges, or converts, what is effectively a triangle-soup into a series of faces or quads, two triangles per face. With both steps done, editing should now be much easier.<\/p>\n<div style=\"width: 98.5%; background-color: #dedede; color: #000; padding: 1.0em;\"><strong>Aside<\/strong>: the imported mesh, once fully prepped, should maintain its flat shading, that is, each linear surface will shaded flat independently of surrounding surface plains. To ensure this is maintained manually, in <strong>Object Mode<\/strong>, from the <strong>Object<\/strong> menu select <strong>Shade Flat<\/strong> &#8211; <strong>Object \u00bb Shade Flat<\/strong>.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-merge-by-distance.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-merge-by-distance.jpg\" alt=\"Convert triangles to quads\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To make editing the imported Minecraft block section easier it&#8217;s best to clean up the mesh using <strong>Merge by Distance<\/strong> [6] to remove duplicate or collocated vertices&#8230;<\/i><\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-triangles-to-quads.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-triangles-to-quads.jpg\" alt=\"Merge by Distance in Blender\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>&#8230; and then merges triangles together using <strong>Triangles to Quads<\/strong> [7]. This then means a loop cut for example, will flow around the mesh instead of being blocked by triangle edges or physical edge splits.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"lighting-rendering\"><\/span>Lighting &amp; Rendering<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Block selections exported from Minecraft doesn&#8217;t including lighting so this needs to be added manually in Blender. Depending on the scene created, this can be done adding a <strong>Light<\/strong> source, for example a <strong>Sun<\/strong> [8], to approximate directional sunlight style illumination. While in <strong>Object Mode<\/strong>, from the <strong>Add<\/strong> menu select <strong>Light<\/strong>, then the type of light to place, e.g. <strong>Sun<\/strong> &#8211; <strong><em>Add \u00bb Light \u00bb Sun<\/em><\/strong>.<\/p>\n<div style=\"width: 98.5%; background-color: #dedede; color: #000; padding: 1.0em;\"><strong>Aside<\/strong>: there&#8217;s a unit scale difference between Minecraft and Blender that influences light behaviour. When initially added the lights default <strong>Strength<\/strong> may too high so can be reduced appropriately.<\/div>\n<p>Adding a Sun however, introduces strong directional lighting, shadows and mesh shading. A simple fix for this is to add a second sun [9] and rotate it 180 degrees to the primary light so the two are essentially pointing in the opposite direction. Selecting the secondary light, its click the Shadow checkbox to disable shadows &#8211; only one source in this instance needs to cast shadows. Then set the <strong>Color<\/strong> to use a different or darker shade or tone.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-lighting.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-lighting.jpg\" alt=\"Adding Lights to Minecraft scene\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Minecraft exports exclude lights or lighting so this needs to be added in Blender. Depending on the scene, for outdoors this can be done using <strong>Sun<\/strong> [8] that has an &#8216;opposite&#8217; [9] to offset how dark shadows can be.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"pixel-shadows\"><\/span>Pixel Shadows<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Blenders default settings for image rendering assumes soft shadows which can look out of place for a Minecraft project. To fix this so shadows render as &#8216;pixels&#8217; or blocky as they are in Minecraft, in <strong>Render<\/strong> properties [10] check that <strong>Shadows<\/strong> is enabled, then set <strong>Rays<\/strong> and <strong>Steps<\/strong> [11] to &#8220;<strong>1<\/strong>&#8221; respectively. This forces both the 3D viewport and the image renderer to parse shadows simplistically, &#8216;pixelated&#8217;, without blur or anti-aliasing.<\/p>\n<div style=\"width: 98.5%; background-color: #dedede; color: #000; padding: 1.0em;\"><strong>Aside<\/strong>: shadows will essentially &#8216;LOD&#8217; (level of detail) in the 3D viewport as an optimisation &#8211; the further away from the scene the viewport camera is from an object, the simpler shadows appear.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-pixel-shadows.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-pixel-shadows.jpg\" alt=\"Pixel shadows in Blender\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To replicate Minecraft &#8216;pixel shadows&#8217; in Blender, in Render properties [10], adjust Rays and Steps [11] to then force Blender to render shadows simplistically [12].<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"androidios-minecraft\"><\/span>Android\/iOS Minecraft<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>For Minecraft on Android or Apple\/iOS devices, while it is possible to add and utilise the structure block and the block editor using the procedure described above, there are no options to export selections as a 3D model.<\/p>\n<div style=\"width: 98.5%; background-color: #dedede; color: #000; padding: 1.0em;\"><strong>Aside<\/strong>: there may be a way to save, transfer and load selections created on Android and iOS devices but doing so depends being able to find the location Minecraft stores game data, and being able to access it; for (<a href=\"https:\/\/help.minecraft.net\/hc\/en-us\/articles\/4414144725389-How-Minecraft-Stores-World-Files-on-Your-Android-Device\" target=\"_blank\">Android<\/a> or <a href=\"https:\/\/help.minecraft.net\/hc\/en-us\/articles\/4409165790605-Use-Realms-to-Transfer-a-Minecraft-Bedrock-Edition-World-to-Another-Device\" target=\"_blank\">Apple<\/a>) devices, Minecraft saves world and structure data to the same &#8216;internal&#8217; location, which is encrypted and not readily accessible.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-android.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/minecraft\/import-minecraft-android.jpg\" alt=\"Export blocks Android\/iOS\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Mobile devices, Android and iOS, do grant access to use the structure block but selections cannot be exported as 3D models.<\/i><\/p>\n<\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"timestamps\"><\/span>Timestamps<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Times are approximate;<br \/>\n&#8211; 00:00 : Overview &amp; Setup<br \/>\n&#8211; 02:00 : World Editor &amp; Export<br \/>\n&#8211; 05:00 : Blender Import<br \/>\n&#8211; 08:00 : Lights &amp; Rendering<br \/>\n&#8211; 11:00 : UVs<\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":10217,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,967,230],"tags":[1059,1130,119,801,345,775,517,785,1014,1015,557,556,555,1134,636,734,647],"class_list":["post-10215","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-minecraft-2","category-tutorials","tag-blender-4-x","tag-blender-5-x","tag-edge-split","tag-glb","tag-import-export","tag-lights","tag-merge-by-distance","tag-minecraft","tag-pixel-art","tag-pixelation","tag-shade-flat","tag-shade-smooth","tag-split-mesh","tag-texture-atlas","tag-texture-map","tag-uv-mapping","tag-uvs"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/10215","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/comments?post=10215"}],"version-history":[{"count":37,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/10215\/revisions"}],"predecessor-version":[{"id":10254,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/10215\/revisions\/10254"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/10217"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=10215"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=10215"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=10215"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}