http://www.youtube.com/watch?v=fzxN-lCahK4
The standard Mincraft character (cycles and internal) that can be re-skinned to your liking. I have rigged this as conservatively with no elbow or knee joints to get the authentic Minecraft movement. I have included the standard Steve skin and the zombie skin which I have scaled up in photoshop to preserve the hard lines because blender does not do vary well sampling 64 pixel wide images. If you want to put a custom skin in I suggest that you do the same.
Instructions for scaling skins-
Photoshop: go to image/image size/ then select nearest neighbor and enter 4096?×?2048
Gimp: go to image/scale image/ then set interpolation to none and enter 4096?×?2048
Website:http://blog.psthisismywebsite.com/
Thanks, you would be surprised how involved it is to recreate and re-uv a preexisting model from scratch is. Also, if you find any part of the modle that does not animate or work like the true Minecraft modle please notify me.
You mentioned how blender doesn't do very well sampling the 64x64 image - this is because it is interpolating the colours between pixels so that it isn't blocky. This is usually a good thing, sometimes not :) all you need to do is uncheck "Interpolation" in the image sampling panel of the texture settings: http://i.imgur.com/Ks0AU.png
So I see how it works for the internal render but I can not seem to find a way to deal with it in cycles. Do you have any ideas?
In the node editor, select the image texture node and where it says "linear" change it to "closest." This is the interpolation setting.
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