Overview
The most basic part in the Model assembly lane: a box mesh. A treasure-chest body, house wall, or desktop—most low-poly assets begin as combinations of boxes. This lane does not use booleans for cutouts; overlapping intersecting parts is the correct Model workflow.
Usage tips
- The basic assembly flow is
model_box → model_transform(配置) → model_group(合流) → model_set_material / モデル素材割り当て → model_render または model_gltf_export. The bundledworkflows/model_asset_c1.pplis a complete example. - Add a small
bevelof 0.02–0.1 to create edge faces that catch highlights when rasterized into pixel art. - The effective bevel maximum stays just below half the shortest side. Its displayed maximum follows the box dimensions, and a saved or connected value above that limit reports the effective clamped value as a warning.
nameis the stable part name retained in the GLB. Rigid-body TRS animation and later part selection depend on it, so use meaningful names such as "lid" and "body".- Connect the
texture_layoutoutput tomodel_texture_layoutto obtain a UV guide and region masks as 2D images, then draw per-face textures with PixPipeline's 2D nodes.
Common pitfalls
- A hole or cutout is needed: the Model lane intentionally has no booleans. Use the
Solid lane (
solid_box+solid_subtract) for cutouts and fused forms, choosing the lane by purpose (→ the two-lane table in Guide "08 3D Features"). - Seams between parts are visible: overlapping parts is the intended workflow. The design does not stitch faces or remove internal faces.
- Dimensions are hard to judge: one unit equals
pixels_per_unitpixels at render time. At 16px/unit, a 1×1×1 box is approximately a 16px cube.
Related nodes
model_cylinder/model_cone/model_wedge/model_plane— other basic partsmodel_transform/model_group— place and merge partsmodel_render/model_gltf_export— rasterize to pixel art or export GLBsolid_box— use the Solid lane for forms that require cutting or fusion