How to Make Custom Prints
R3DN4Z started this discussion in Help and Tips

How do I export a mecabricks piece to get the right dimensions an then go onto exporting a print onto that piece, ie. a 2x2 dark stone grey tile

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Hi Mecabricks or anyone else ... Hope somebody help me. Namely, I wanted to add my own print, I know how to do it because I have already done a few, but I can not add a print on 19729 (lego minecraft head)
Does anyone know why it is not possible to add prints to this element? I really need to make Piglins or new skins. Of course, I can add a print on another brick. for example, on 3003, but it won't be the same.

hi, Jackob_Studios, some pieces are not available on pieces

And thats sad fact.... so im going to make print on 3003 (2x2👨)

Will i be able to import prints from Bricklink's PartDesigner ?

sorry, I've already tried it, and it doesn't work.

ok thanks for saving me the trouble at least lol

it wont let me click on decoration......

@Ultimate... what are you trying to decorate?

I am having some issues here too:
I'd like to get the UV map from part 44375d4 or simply 44375 – 6 x 6 Dish with the print on the inside.
It simply turns up no result after entering the number into configuration. Why would this part be locked?

@dtriangle, There is no configuration for it. To know if there is one,there would be a number 2 next to it. For example-
https://www.mecabricks.com/en/partmanager

@trainking, Understood – although since there are 4 different versions with UV maps already I wonder why they are locked away? Thanks for your answer.

@dtriangle-

Those decorated parts were made before the custom part decoration tool existed. Old parts have to be updated to be used with the tool. The updated parts get a "2" in the corner. No "2" = no custom decoration. The decorations for 44375 were made under the old system. Once the part gets updated you will be able to access the UV map.

If you really need the UV map now, you can export the model and open it in Blender (or equivalent). You can do whatever you need there if you need something custom for a render, but you won't be able to upload it to Mecabricks.

@B1Trash, Ah that had occurred to me as the part was first committed in 2015 or thereabouts. As you detailed that is exactly what I've done in blender – It is just far more practical to have it already setup in mecabricks. I love the new parts manager and use it when I can : )

Agreed... It's frustrating, especially when I want to add a decoration to a part that's already been decorated and I can't. I know it's probably frustrating for Scrubs too because we all complain about something that's seemingly trivial to do... except that it's probably not as simple as we assume. Patience, patience, patience, right?

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Parts used to be defined by a single dumb mesh only. With the second version of the system it is not the case anymore. It requires many more assets like normal maps, bump maps, etc. As well as metadata. As a result, they look much nicer and detailed in the workshop, are quicker to load, handle any number of sub materials, can handle custom decoration and they also look better at render time. Both versions work seamlessly but under the hood, the code is split into 2 very different branches. Last year I converted about a third of the elements (about 1000). In a day I could convert between 10 and 15 only. That is a gigantic task!

Indeed @Scrubs the quality of the decorations are amazing with the new way but it does sound like a lot of work to convert everything over.
Since I found a solution in the meantime, I'm good – thanks as always :: )

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