Minecraft Steve CAD Model

Minecraft’s blocky art style has made its characters instantly recognizable around the world, and Steve is one of the most iconic figures from the game. In this project, Steve has been recreated as a digital 3D model inside Autodesk Fusion 360.
The model is designed to capture Steve’s classic pixelated look using CAD tools, showing how a simple game character can be represented in a professional 3D design environment. This project highlights the blend of gaming culture and digital modeling, making it a fun fandom-inspired creation for the Instructables Fandom Contest.
Supplies

Autodesk Fusion 360 (or any CAD software with similar features)
A computer/laptop capable of running Fusion 360 smoothly
Head








Create a new project. Begin by creating a sketch on the XY plane with a square measuring 80 mm × 80 mm and a circle of 20 mm diameter. Extrude the square along the Z-axis to 80 mm and set the operation as New Component. Next, extrude the circle along the Z-axis by –10 mm with the operation set to Join, which will cut into the cube. On the front face of the cube, create a new sketch for Steve’s facial details and use the Split Face tool to divide the surface according to the sketch. For the hair, create another sketch on the YZ plane and again use the Split Face tool, this time selecting the two side faces along with the sketch to split them. Once the geometry is prepared, apply the appropriate appearances and colors to complete the head.
Torso










In a new folder create a sketch on the XY plane as shown and extrude it by –120 mm, setting the operation to New Component. On the front face of the resulting cuboid, create a new sketch of Steve’s shirt and use the Split Face tool, selecting the front face as the surface to split and the sketch as the splitting tool. Repeat this process on the back face of the cuboid by creating another sketch as shown and applying the same split. Next, create a sketch on the right side of the cuboid and extrude it by –20 mm, then repeat the same step on the left side. Finally, apply the appropriate appearances and colors to complete the torso.
Hand





Start by creating a new file and sketching the hand outline on the YZ plane as shown. Extrude the sketch and set the operation to New Component. Next, select the circle in the sketch and extrude it to the opposite side to complete the basic shape of the hand. To create the sleeve, use the line below the circle in the sketch as the splitting tool with the Split Face command. Once the geometry is ready, apply the appropriate appearances and then use the Mirror feature to duplicate the hand on the opposite side of the torso.
Leg






Create a new file and start a sketch on the YZ plane as shown. Extrude the sketch by 40 mm and set the operation to New Component. Next, select the arc at the top of the sketch and extrude it on the same side with the operation set to Cut, shaping the upper part of the leg. For the foot, use the geometry at the bottom of the sketch as a splitting tool and apply the Split Face command to separate it. Once the leg is defined, apply the appropriate appearances and use the Mirror feature to create the other leg.
Assembly








Open a new file and insert the torso, setting it as the ground component. Next, insert the head and use an As-Built Joint, applying the necessary limitations to fix it in place. Insert the hands and attach them to the torso with joints, then repeat the same process for the legs. Once all the components are connected, the model of Steve is complete. Optionally, you can create a simple motion study to simulate walking and bring the character to life.