A client-side Fabric mod that allows you to export Minecraft builds into .obj 3D model files with textures and proper geometry.
Useful for importing Minecraft structures into Blender, Maya, or preparing models for 3D printing.
- Accurate Geometry: Supports non-cubic blocks! Stairs, slabs, fences, and walls are exported exactly as they look in-game (using
BakedModel). - Texture Export: Automatically extracts textures (
.png) and generates material files (.mtl) for full-color rendering. - Optimization: Implements face culling (hidden faces between blocks are removed) to drastically reduce file size.
- Wand Selection: Uses a standard Golden Hoe (WorldEdit style) for ease of use.
- Async Processing: Exports run on a separate thread to prevent game freezing.
- Minecraft 1.21 (Java Edition)
- Fabric Loader
- Fabric API
-
Equip a Golden Hoe.
-
Select the region:
- Left Click a block to set Position 1.
- Right Click a block to set Position 2. (You will see chat messages confirming the coordinates).
-
Run the command:
/export3d <filename>Example:
/export3d castle_v1 -
Find your files: A new folder named
export3d_<filename>will be created in your game's main directory (next tooptions.txtorsaves). Inside you will find the.obj,.mtl, and all texture images.
If you import the .obj file into a 3D slicer (like Bambu Studio, Cura, or PrusaSlicer), the model will likely appear single-colored (without textures).
- Why? Slicers ignore
.pngtextures and.mtlfiles because they only read geometry for printing with plastic. They will show the model in the color of the selected filament. - How to view textures? To see your model with full textures (grass, wood, stone), open the
.objfile using Windows 3D Viewer, Blender, or any dedicated 3D modeling software. - How to print in color? You will need to use the "Color Painting" tool in your slicer software to manually assign filament colors to specific blocks.
- Support for non-cubic block shapes (stairs, slabs, fences, etc.).
- Generate
.mtlfiles for material definitions. - Implement texture export and UV mapping.
- Geometry optimization (remove hidden faces).
MIT