Minecraft Wiki:Minecraft Dungeons standardized views

This article contains instructions for creating standardized views for Minecraft Dungeons elements. The instructions describe only one way to create the desired view. Individual authors may work differently.

The views follows Standardized views rules for lighting and camera projection. On the right side there's a downloable file template with all those preferences set up already.

Getting stared
Dungeons renders are created using 3D graphic software. The software can be freely chosen; in this article Blender (required version 2.8 and higher) will be used.

Before getting to rendering - game files like models, textures, etc. is needed. All required game assets can be downloaded here: User:HNaledi123/DungeonsExtractedFilesTemplate(UModel)

The only folder you need from the package is Game.

The character models uses .psk file extension, to import them into Blender - installing plugin will be required. This psk/psa importer will be up for this purpose.

Setting up the model
Let's import the dungeon character into Blender, for this article - creeper will be used as the example.

On top menu select File>>Import>>Skeleton Mesh (.psk) and navigate to the creeper directory, that is located in Actors/Characters/Enemies

Before clicking Import PSK button it is recommended to select both Reorient bones and Don't invert root bone on the right.

After importing the model it should look something like this:



The model seem to be too big, it should be scalled down to around 0.016 of the original size, it can be done either in transform area on the right by setting same scale value in all axis or by using S+typed in value combination and hitting Enter.

Most of Dungeon character renders represents them in their idle animation pose - select the model's armature(the elements inside character geometry) and again File>>Import, but this time select Skeleton Anim(.psa)

Navigate to Animations folder and select Creeper_Idle.psa. Now on the timeline box at the bottom move the selector to frame 0 and also set Start and End values to 0. After these operation it should look like this:



Applying texture and setting up material
Now that we have our geometry set-up, let's apply the texture. Select the creeper mesh and navigate to Material Properties tab on the right(pinkish-gray checkerboard sphere icon), the tab looks like this:



In this window there's only three things that needs configuration. First off, in Settings area change Shadow Mode to None and Blend Mode to Opaque or Alpha Hashed if character's texture have transparent elements.

Further configuration will be done in Shader Editor. Switch timeline to Shader Editor by clicking Clock icon on the left.

You can change the window size by dragging their edges.

You will see a grid-like dark gray window with two boxes connected with a node: Principled BSDF and Material Output. In the BSDF there's several values that needs to be tweaked:


 * Set Spectular value to 0
 * Set Roughness value to 1
 * Set Sheen Tint to 0

Now it's time to add the texture. It is done by adding new box via Shift+A combination, from the context menu select Texture>>Image Texture and connect Color dot with Base Color in BSDF by dragging it.

In Image Texture box change Linear to Closest, and Open the texture file(T_Creeper.png).

The whole workspace should look something simillar to this right now:



Finishing up
The last thing that needs to be done is camera position and image resolution. Select camera and hit Num0 key. Change location values in transform area and Orthograhpic Scale in Object Data Properties(With Camera object selected it will be green camera icon) until top and bottom camera borders are really close to character model edges. After getting it done switch Object Data Properties to Output Properties(Printer Icon). In this window slowly change the X resolution value until it reaches left and right model edges. The finished camera configuration should look something like this:



Now just render the image by selecting Render>>Render Image from top menus. In the new window that will appear select image tab on top, and from there Save As...