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.
These previews use the original generated shapes and textures, without hand-remodeling. A model preview shows what a creature or block looks like. It does not show how a complete mod plays.
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.
From an idea to a model, no touch-ups.
Generated examples and community models, shown with their original shapes and textures. Models without textures appear in a neutral finish. Drag any model to rotate it.
Prévias de modelos gerados, não capturas de tela dentro do jogo.
Dragão de Fornalha
Escamas escuras, placas de cobre e asas dobradas.
HITBOX 1.5 x 1.5
Tartaruga do Pomar
Uma tartaruga tranquila com um jardim de cogumelos em terraços.
HITBOX 1.4 x 0.9
Arraia do Véu Lunar
Uma arraia celeste índigo com nadadeiras turquesa e peito dourado.
HITBOX 1.8 x 0.8
Cinderheart Forge
A basalt forge with a recessed amber hearth and aged brass fittings.
Moonwater Well
An ivory wishing well with turquoise water, a wooden axle and a tiny lantern.
Tidebell Reliquary
A sea-glass bell suspended in an ivory and brass shrine.
Compass Fox
A russet guide fox with midnight-blue accents, a gold medallion and a hooked tail.
HITBOX 0.8 x 1 · WALK · HEAD_LOOK · TAIL_WAVE
Wayfinder Compass
A raised turquoise compass needle in an ivory tray on a brass and walnut stand.
Candlekeeper Crab
A plum-colored hermit crab carrying an ivory candlehouse on its back.
HITBOX 1.3 x 1.3 · WALK · HEAD_LOOK
Waxwing Lectern
An open ivory book on a walnut lectern, flanked by brass candleholders.
Orchid Mantis
A slender mantis with coral-and-ivory petal arms and deep green wing covers.
HITBOX 1 x 1.7 · WALK · HEAD_LOOK · ARM_SWING · WING_FLAP
Orchid Loom
An open wooden loom weaving turquoise cloth beneath a small ivory blossom.
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.