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Export raw per-face PNGs

The Raw per-face PNGs engine emits one PNG per asset (mirror mode) or one PNG per face per asset (face-independent mode), with no manifest, no folder hierarchy beyond what the slugs imply, and no engine-specific manifest. Available at both pack scope (Pro) and asset scope (free).

Use this when you want pixel files you can drop into a custom engine, batch-process with another tool, or hand-pick from.

A .zip (pack scope) or a single PNG (asset scope), depending on the asset count and mode.

For mirror-mode block-texture assets:

  • <asset-slug>.png

For face-independent block-texture assets:

  • <asset-slug>_top.png
  • <asset-slug>_bottom.png
  • <asset-slug>_north.png
  • <asset-slug>_south.png
  • <asset-slug>_east.png
  • <asset-slug>_west.png

For sprite, tile, and UI-element assets:

  • <asset-slug>.png

Files sit at the zip root with no subdirectories.

Filenames are the asset slug (sanitised - lowercase, alphanumeric plus -/_). Face suffixes use the cardinal-direction names Minecraft and most voxel engines use.

The face suffix list is fixed; if you need a different naming convention (e.g. +x/-x instead of east/west), open it, rename, and re-zip.

  • Your engine doesn’t take a packed atlas and just wants loose textures
  • You’re hand-editing exported PNGs in another tool before shipping
  • You want raw access to face-independent block textures without the wrapping of the Minecraft engines

The asset-scope variant of this engine downloads either:

  • A single PNG named <asset-slug>.png (mirror or non-block-texture)
  • A .zip of six PNGs named <asset-slug>_<face>.png (face-independent)

Both are free.