Surface Presets
Give the material a voice.
Apply reusable cloth, fur, wood, stone, or your own material style while keeping the colors already painted on the model.

A Creator Glove tool
Tool 01 · Blockbench
Shade Brush in action
A native texturing pipeline inside Blockbench.
Paint with your own palette, then build editable material, edge, gradient, and occlusion passes without leaving Blockbench.
Ambient Occlusion
Drag to reveal generated contact and enclosure shading. The original painting stays untouched, and the result remains on its own editable layer.

Without AOAmbient OcclusionSurface and Edge Presets
Surface Presets
Apply reusable cloth, fur, wood, stone, or your own material style while keeping the colors already painted on the model.
Edge Presets
Place highlights, chips, broken rims, and dark seams where the geometry supports them, then keep painting normally.
Short Fur
Organic surface breakup in one drag.
Wood Grain
Direction, detail, and variation under your control.
Surface variations
Swap the preset without repainting the model.
Form Gradient



Two points guide the form. Your original colors stay recognizable, and the result remains an editable TextureLayer.
Editable from start to finish
Creator Glove beta release
Creator Glove 0.1.0-beta.1 brings Handpainted Workflow 0.5.0-beta.2 and all five of its tools to Blockbench in one private suite plugin. Its modules can be switched separately, with signed offline access for up to seven days.
Questions before access
Handpainted Workflow 0.5.0-beta.2 is included in Creator Glove 0.1.0-beta.1. Active members install the private suite through their RuneFist account and can keep up to three Creator Glove-family authorizations in total.
No. The workflow starts from artist-authored colors, value shapes, palettes, and presets. It speeds up repeatable texture passes while leaving focal details and final judgment to the artist.
No. Generated passes are written as normal full-size Blockbench TextureLayers. Source layers are not overwritten, and each generation or regeneration is one native undoable edit.
Yes. The current workflow is built for cube, mesh, and mixed models, with documented limits around overlapping UVs and some open or non-manifold mesh edges.