Uploaded April 2021 | Updated September 2026, 2 weeks ago
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-- 𝐒𝐦𝐞𝐥𝐥 𝐨𝐟 𝐂𝐮𝐫𝐫𝐲 --
Make Sure To Subscribe: bit.ly/2N5Q9uV
Join Bino-Craft Factions:
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Mcpdl Download Link:
Getting Posted Soon
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• BlockBench model editor: [https://www.blockbench.net/downloads](https://www.blockbench.net/downloads)
• Node.js runtime: [https://nodejs.org/en/download](https://nodejs.org/en/download)
• VSCode or your preferred IDE
• A valid Pokémon geometry model file
Steps
1. Fork and clone the pokebedrock-res repo to %localappdata%PackagesMicrosoft.MinecraftUWP_8wekyb3d8bbweLocalStategamescom.mojangdevelopment_resource_packs
2. Launch Minecraft to confirm the resource pack appears
3. (If updating an existing pack) Edit texts/en_US.lang to change the pack title, then verify the change in Minecraft’s world editor
4. Open your model in BlockBench and export Bedrock Geometry to models/entity/pokemon/POKEMONNAME.geo.json
5. Export each texture to textures/entity/pokemon/POKEMONNAME.png (shiny files: shiny_POKEMONNAME.png; skins: POKEMONNAME_SKINNAME.png)
6. Export animations to animations/pokemon/POKEMONNAME.animation.json
7. Review your changes in GitHub Desktop, then open the project folder in VSCode
8. In a terminal, run npm i to install dependencies
9. If your Pokémon has skins, gender variants or particle effects, update scripts/data/customizations.ts accordingly
10. Run npm run generatePokemonFiles to rebuild model indexes
11. Test in-game: apply the resource pack, spawn your new model, and confirm it displays correctly
12. In GitHub Desktop, create a new branch named models/Add_POKEMONNAME and commit your changes
13. Push to origin and open a pull request to the official pokebedrock-res repo
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