3D model library. Smooth or blocky.
3D models for games and 3D printing, made by LookyBox. Every model comes in a smooth edition and a blocky (voxel) edition, both in one download. One payment, yours forever.
Click a model to see three angles and add it to your cart. Made with Meshy AI, then cleaned, named and finished by LookyBox.
How the blocky edition is made
Blocks keep a shape's outline but throw away the soft shadows your eye uses to read a face: eye sockets, the side of the nose, the fold under a lip. So we put the shadows back with math. For every block we count how much of a small ball around it is solid. A bump (a nose tip) has mostly air around it and stays bright. A hollow (an eye socket) has mostly solid around it and is painted darker. We use two ball sizes, a small one for fine folds and a large one for deep hollows, and we also darken block corners that sit in a crease. The shade is baked into each block's color, so it shows in every 3D app and game engine with no special shader. Faces, folds and creases read again, in plain blocks. The second edition (November 2026) uses up to 160 blocks on the longest side, about five-thirds finer than the first.
Sources we learned from
- Lachaud, J.-O., Coeurjolly, D. and Levallois, J. Robust and Convergent Curvature and Normal Estimators with Digital Integral Invariants. In: Modern Approaches to Discrete Curvature, Springer, 2017. The proof that the solid share of a ball around a point measures curvature on block (voxel) data. perso.liris.cnrs.fr
- Coeurjolly, D., Lachaud, J.-O. and Levallois, J. Integral based curvature estimators in digital geometry. DGCI 2013, and the DGtal library's IntegralInvariantVolumeEstimator. The same idea as working code. dgtal.org
- Huang, Y. et al. Voxify3D: Pixel Art Meets Volumetric Rendering. CVPR 2026 (arXiv 2512.07834). Turning a smooth model into voxel art by matching six straight-on views and a small color palette. We took ideas only; their code is for non-commercial research. arxiv.org
- Lysenko, M. Ambient occlusion for Minecraft-like worlds. 0fps.net, 2013. The block-corner shading rule (three neighbours per corner, quad split along the lighter diagonal) that we bake into the colors. 0fps.net
- Baking shadows into vertex colors, the game-industry habit we follow (for example Blender's Vertex Oven add-on). blenderartists.org
- Voxel artists' hand rules for faces: carve the eye sockets a block deeper, paint eyes as single blocks, keep the silhouette strong. MagicaVoxel tutorial, Kodeco. kodeco.com
- Models generated with Meshy AI by LookyBox, then cleaned, named, shaded and finished by LookyBox with our own open tools (trimesh, NumPy, SciPy). meshy.ai