How to use BDEngine?

Custom textures for models

This section will show you how to create a model with unique textures using Player Head and HeadCreator.

To create models with unique textures, BDEngine uses players' heads. They are Item Display and allow you to set any player skin. To get started, you need to activate HeadCreator. This is a mode that allows you to draw on players' heads. After activation, you will see a new panel on the side.

HeadCreator panel sections

TOOLS: This is the tools section. allows you to move objects in the scene, allows you to draw on heads, allows you to fill similar pixels, a side or the whole head at once, erases pixels, allows you to select the color of a pixel from the head, allows you to copy a side of the head and paste it on other sides or other heads. COLOR: This is the section of the color you are painting or filling with. You can choose the color itself, its transparency. You also have a palette of colors you have used recently. You can pull the color palette directly from the image file, you can sort the colors or clear the palette. Note that the players head does not support transparent color on the inner first layer. Only on the outer second layer. TEXTURE TO MODEL: This is a special section that will help to automatically generate models from heads. From the tools presented: to generate a player model by nickname or skin file, to generate the block model you need, to generate a whole canvas of heads forming an image and to import one regular head by nickname or skin file. BAKE THE TEXTURES: This is an important section that is needed to convert the drawn textures in the heads, into the full TextureValues that are needed for Minecraft. Here, you can either automatically convert all the heads using the Create ready-made heads button, or manually by downloading all the painted textures as a zip archive (not recommended, this is the hard way). You can distinguish heads with painted texture from finished heads by using the [Painted] label. If you see this mark, you need to convert the heads through the BAKE THE TEXTURE section. Otherwise, you will not be able to export the model to Minecraft. If the Create ready-made heads button is inactive, you need to set the API key in the field above. How to get it:

  1. Open a MineSkin Account.
  2. Sign in with your Google Account.
  3. Go to the Manage API Keys page.
  4. Click on the large panel with the “+” and select a name for the key.
  5. Right after that you'll get an API key, which you need to paste into the box above the Create ready-made heads button. Don't lose it, as you'll have to create a new key to see it again.
Modeling and texturing

After you have figured out the values of the HeadCreate sections, it's time to try making a model with textures. And it's really very easy! First, you need to create the shape of your model. Using the Add Head button on the Dock bar at the top, add as many heads as you need. You can quickly set the size of the heads you want, based on how many pixels you need. Check out the example in the video: After you have prepared the model, use the TOOLS section of HeadCreator to draw directly on the heads. When you're done, be sure to work the heads through the Create ready-made heads button from the BAKE THE TEXTURE section. If the button is not available, check the information above under HeadCreator panel sections. If you have a ready-made TextureValue that you want to set to the head to get the head skin you want, just click on the head and in the properties panel, set the TextureValue to the appropriate field. You can add a ready-made head from a large library built right into BDEngine. To do this, click Heads in the top Dock panel and select the desired head. If necessary, you can also draw on it.

Reference video: bdeGuideHeadPaint.mp4.

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