OBJECTS V1 · GENERATIVE 3D
Custom blocks and mobs, sculpted from a sentence.
When a mod needs a throne, a crystal, or a dragon, the build agent calls a dedicated geometry generator. It writes in-game-ready 3D models: block JSON on the 16-unit grid, articulated entity part trees in Java, and collision shapes to match. Compiled straight into the JAR.
Rendered in your browser from the exact model data the engine produced. Drag to rotate.
Not decoration. Shipped geometry.
Every model on this page was produced by the same tool the build agent uses in production, under the same constraints it obeys in-game. Nothing here is re-modeled by hand; if it looks right in the browser, it is because the shipped data is right.
Axis-aligned cuboids on the 0-16 grid. Rotations locked to the five legal angles. Every element carries six faces with explicit UV mapping, plus blockstate and item model JSON.
Articulated part trees with pivots and parent-child chains: necks that carry heads, heads that carry jaws. Walk cycles, wing flaps, and tail waves written as animation code.
VoxelShape code that approximates the visual silhouette in the same coordinate system, so the hitbox matches what players see.
Fabric and NeoForge, with the correct mappings for each. The geometry is identical; the Java differs.
Straight from the pipeline, no touch-ups.
Everything renders from the exact model data the engine produced. Objects without their in-game textures render as clay: pure geometry and articulation. Drag any object to rotate it.
mossback_stag
A tall forest stag with a deep chest, slender jointed legs ending in dark hooves, a long neck, and a narrow alert head. Two branching antlers frame the head, a short tail sits behind the rump, and layered moss plus tiny pale mushrooms form a natural saddle across its back. Warm bark-brown coat with a cream muzzle and bright green moss.
HITBOX 1.2 x 2.3 · WALKING · HEAD_TRACKING · TAIL_WAVE
celestial_orrery
A compact brass orrery on a low dark stone plinth no more than two units tall. A thin central spindle supports a bright cuboid sun. Build each orbit as an OPEN octagonal loop made from four to eight separate thin bars around the sun, never as a filled slab or plate. Tilt two loops on different legal axes, place three small planets at distinct heights, and preserve clearly visible air through every loop from three-quarter views. Keep the entire model within one block.
prismwing_moth
A hovering giant moth with a compact segmented body, fuzzy thorax, small head, curled antennae, and four broad wings in matched left-right pairs. The upper wings are longer and swept upward; the lower wings are rounder. Deep midnight body, luminous lavender and cyan wing bands, and two bright eyes.
HITBOX 1.8 x 1.1 · WING_FLAP · HEAD_TRACKING
sporebloom_lantern
A bioluminescent mushroom lantern rooted in a knotty base. A thick crooked stem supports a broad layered cap, with four small glowing spore pods hanging beneath its rim. Keep open gaps between the stem, cap, and pods so the silhouette feels organic rather than solid.
brass_scarab
A low mechanical scarab built from aged brass. Six articulated legs splay from a segmented thorax and every foot ends exactly at ground Y=0. A small head carries two mandibles, and paired domed wing cases sit over thinner inner wings. A turquoise power seam runs down the shell and tiny lens eyes glow at the front.
HITBOX 1.4 x 0.8 · WALKING · WING_FLAP · HEAD_TRACKING
runebound_anvil
A massive directional blacksmith's anvil bound with rune-carved iron. It has a broad rectangular face, tapered waist, four squat feet, a pointed horn facing forward, and a raised square heel at the back. The silhouette must be unmistakable from the side.
tideglass_serpent
A hovering sea serpent coiled in an S-shaped chain of articulated body segments. It has a wedge-shaped dragon head, glassy crest fins, paired cheek fins, small foreflippers, and a long tapering tail ending in a forked fin. Ocean-blue scales fade to pale foam, with gold eyes and a glowing core in the chest.
HITBOX 1 x 1.6 · TAIL_WAVE · HEAD_TRACKING
clockwork_reactor
A compact copper reactor with a heavy square base, a bright central core, four vertical corner braces, stacked gear-like collars, and short side pipes. Leave visible gaps around the core so it reads as machinery instead of a solid cube.
ruinbound_sentinel
A tall ancient sentinel assembled from chipped sandstone armor around a narrow glowing core. Broad layered shoulders, a helmeted head with one horizontal eye slit, long segmented arms ending in three-block fists, a split chest plate, sturdy jointed legs, and several small rune stones hovering near the back. Weathered beige stone with teal light in the seams.
HITBOX 1.3 x 2.6 · WALKING · ARM_SWING · HEAD_TRACKING
wyvern_skull_shrine
A directional wyvern skull displayed on a low stone shrine. It has a long narrow snout pointing forward, squared eye sockets, a layered jaw with visible teeth, two swept-back horns, and a cracked pedestal beneath it. The skull must be readable from three-quarter views.
cindercrest_raptor
A nimble feathered raptor with powerful bent hind legs, clawed three-toed feet, short feathered forearms, a narrow chest, long counterbalancing tail, and a sharp beaked head. A tall ember-red feather crest runs from crown to neck, with charcoal plumage, copper underbelly, bright amber eyes, and a sickle claw on each inner foot.
HITBOX 1.1 x 1.6 · WALKING · HEAD_TRACKING · TAIL_WAVE
tidal_reliquary
A water-temple reliquary shaped like an open four-post cage. A stepped prismarine base supports four slender corner pillars and a floating faceted pearl beneath a thin canopy, with clear open space between the supports.
How an object gets made.
Objects are not a separate product; they are a stage inside every mod build. The build agent decides a shape is needed, writes the brief, and a dedicated frontier model produces the geometry under hard constraints that were verified in-game: grid alignment, legal rotation angles, ground contact, seamless connections.
The output is parsed, validated, compiled into the mod, and now recorded: every object lands in the registry that feeds this page the moment it is generated.
TRACE FROM A REAL BUILD. THE STAG IS IN THE SHOWCASE ABOVE.
OBJECTS V1
Describe the object. Ship the mod.
Objects V1 runs inside every mod build on Player Games. Ask for the throne, the reactor, the dragon; the engine will build the geometry and everything around it.