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.
What you get
Section titled “What you get”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.
Naming convention
Section titled “Naming convention”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.
When to use this engine
Section titled “When to use this engine”- 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
Asset-scope export
Section titled “Asset-scope export”The asset-scope variant of this engine downloads either:
- A single PNG named
<asset-slug>.png(mirror or non-block-texture) - A
.zipof six PNGs named<asset-slug>_<face>.png(face-independent)
Both are free.