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Cube Size Guide

Choose the right cube size for your project. Balance detail, file size, and performance.

How Cube Size Works

The cube size determines how detailed your voxel model is. Smaller cubes = more detail, but also more polygons and larger file sizes.

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Smaller Cube Size

0.015

More voxels • More detail

Higher poly • Larger file

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Larger Cube Size

0.05+

Fewer voxels • Less detail

Lower poly • Smaller file

Quick Reference Table

Use CaseCube SizeWhy
🎨 High-fidelity renders0.015Maximum detail for close-ups and portfolio work
🖨️ 3D Printing0.015-0.03High detail for physical models
⛏️ Minecraft / Blockbench0.035-0.036Optimal for Minecraft's model size limits
💻 PC/Console Games0.03-0.04Good balance for modern hardware
🥽 VR/AR Apps0.035-0.04Must hit 90fps for comfort
📱 Mobile Games0.04-0.05Performance critical on mobile
🎮 Retro/Stylized0.05+Intentionally chunky voxel aesthetic

Platform-Specific Recommendations

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Minecraft / Blockbench

Minecraft has strict model size limits. Use 0.035-0.036 for best results:

  • • Java Edition: Max 48×48×48 units per element
  • • Bedrock Edition: Similar constraints
  • • Resource packs: Keep models small for performance
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Unity

Depends on your target platform and how many models are in the scene:

  • PC/Console: 0.015-0.03 for hero assets, 0.04 for props
  • Mobile: 0.04-0.05 with LOD groups
  • • Use Unity's static batching for multiple voxel objects
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Unreal Engine 5

Nanite makes high-poly models viable:

  • With Nanite: Use 0.015 for maximum detail
  • Without Nanite: 0.03-0.04 for balance
  • • Enable Nanite per-asset for static props
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Blender

Depends on your end goal:

  • Rendering: 0.015 for portfolio-quality images
  • Animation: 0.03-0.04 for faster viewport
  • Game export: Match your target platform

💡 Pro Tips

Create Multiple Versions

Download at maximum detail (0.015) first, then re-voxelize at larger sizes for different uses. Keep all versions!

Re-voxelization is Cheap

Only 1 credit per re-voxelization! Experiment freely with different cube sizes.

Test in Target Environment

Always import and test in your actual game engine or software to see real performance impact.

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