All models, prints and animations on minddesk were made with Qubicle. Qubicle technology presents the ultimate way of merging traditional pixel-art with the 3rd dimension and thus introduces new inspiring worlds to explore.
Qubicle is devided into two tools:
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The main software Qubicle Constructor is a standalone cube modeler for Microsoft Windows. It combines standard 2D image editing tools with a powerfull function-set for editing cube matrices. » learn more
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Cube models created with the Qubicle Construtor can be imported and used inside Autodesk Maya with the Qubicle Maya Plugin. It offers many unique features including the Qubicle Rasterizer for mesh-to-cube translation. The Maya Plugin is currently not available for download!
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Guided Tour
To get a brief overwiew of 3D pixel-art made with Qubicle have a look at the Qubicle Guided Tour.
Support Qubicle
The development of Qubicle is a time-consuming and therefore costly task. If you like to support Qubicle contact minddesk, leave a comment or spread the word. Thanks!

















Das ist echt abgefahrenes Zeug, was Du da machst! Gefällt mir super gut. Weiter so! Wir sollten uns mal unterhalten, ob sich daraus auch marketingtechnisch für unsere Firma was draus entwicklen lässt… Finde die konsequente Verschmelzung von Old-School-Pixel-Art mit 3-D super! Ich denke das richtige Maß muss gefunden werden – manche Modelle sind mir etwas zu pixelig, aber sonst echt geil!
[...] Qubicle is a standalone Windows software for creating 3D pixel-art. It combines standard 2D image editing tools with a powerfull function-set for editing 3D cube-matrices. [...]
Is this product optimized for using the models in real time game enviroments?
there shouldn’t be a problem to use the models in real time game environments.
you can choose between 3 export routines:
the first export routine (OBJ) can optimize the mesh twice by removing lamina faces and combinig neighbor faces to stripes. this procedure reduces the number of faces to less than 10%. so there shouldn’t be a problem with poly count.
the second export routine creates a file containing the position and color data for each cube. it can easily be parsed by an import routine of the game engine of your choice to use it for a particle systems for example.
the third routine exports the cube data as XML.
if you need any help, feel free to ask.