A first vehicle, built in 3D
Vehicles, the airship and the mechs are planned as 3D models. This update tests that route: a dune buggy was modelled in Blockbench, rendered from 8 directions, and turned into pixel art. It is a test, not the final vehicle.
What's new
- A buggy with 8 facing directions, wheel-spin and bob animation.
- A reusable render script, so any model can be turned into a sprite sheet.
How it was made
- The buggy was built from 60 tool calls to the Blockbench MCP plugin. The calls are logged in art/blockbench/mcp_calls.log. No part of the model was drawn by hand.
- Every surface uses a 64x64 texture whose colours are all taken from the master palette, so the colours stay locked.
- Blockbench exports the model as glTF. The render script (tools/blockbench/render_sprites.py) then turns it into 8 directions at a fixed 50 degree camera angle, with the light in the top-left.
- Aseprite (tools/blockbench/finish_3d.lua) palette-locks the frames, removes stray pixels, adds the outline and shadow, and tags the idle and drive animations.
- Blockbench was installed from the official AppImage and extracted, because this system has no FUSE 2 support. The AUR also has a package, blockbench-bin, that wasn't used.
Screens
Tools used
| Blockbench 5.2.2 | Low-poly 3D modelling. An agent built the buggy by calling its MCP plugin, not by hand. |
|---|---|
| Blockbench MCP plugin | Lets an AI agent create the project, add cubes, set textures and export glTF through tool calls. |
| Godot SubViewport | Renders the glTF model from 8 directions and writes the frames. |
| Aseprite | Palette lock, a 1 px outline, a drop shadow, and the animation tags. |
How to try it
- Not in the game yet. Vehicles are planned for a later update.
- The model is in art/blockbench/buggy.bbmodel and opens in Blockbench.
Known issues
- Drive animation is subtle, the front is hard to read, and the rear views are darker.
- Fine details break up at 64 pixels, so larger frames are needed for big vehicles.
- Needs a polish pass before it ships.
Ironfall dev log · Update 4 of 18 · All updates