• Minecraft Middle Earth is a Minecraft community that recreates the world described by JRR Tolkien and his writings. Everyone can participate in organized events in which we collaborate to create major landmarks, terrain, caves, castles, towns, farms and more.

    To get started, visit The New Player Guide

    IP address : build.mcmiddleearth.com

Artist applicants guide

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How to get started?

Explore our map!
MCME has a variety of styles, try to understand them. Obviously it's best to look at our most recently finished or current wip projects, as you'll hopefully be working on those in the future, but there are some old builds that still look quite up to date. You can see which projects are currently being worked on here (see sticky threads).

Join jobs!
Jobs are a great and fun way to get very direct feedback from a builder and in general to get to know more about MCME. The Foreman in charge of the job will guide you through the building process of the job and give feedback on your parts if they have the time to do so.

Building themed builds is a great way to get started as you're working towards Commoner. Try to use inspiration from the main map for every theme that's based around a recent project. If the theme is based on something outdated or not yet built, feel free to use your creativity to develop a new style that fits in our world. As soon as you've obtained enough votes and got Commoner you can now also use the freebuild world, but don't forget about themed builds.

Ask for feedback
As long as you ask nicely and understand that people can be busy with other stuff, feel free to ask for help and feedback from our builders.



- Plan before you build! The best way to get a feeling of how something will look is to plan it out, and then build the facade and once you're happy with that, finish the rest. The layout of your build can be a 2D outline. For more large and complex builds, such as dwarven halls, it's better to go 3D. For really large projects miniatures or sketches can help.​

- Don't forget to plan out your interior rooms as well and make sure the walls on higher floors are always supported by the walls below.​

- Avoid repetitive square/rectangular layouts for houses. Try L - shaped and T - shaped houses or adding small extensions (as shown in the example). Diagonal builds can also make your layout a lot more interesting, but these can be quite tricky to get right.​

Blocks usage

Make sure your blocks work together and make sense. A wall is often a mix of different blocks, but they should fit together and show the tear caused by the weather. Often on big castle walls you'll have these types of gradients, that go from dark to light. The bottom is exposed to less light, to dirt and is more wet. Underneath windows, overhangs, etc. you'll often find some dark spots, again caused by less light and more wetness.

Most often you can get away with a well chosen mix of blocks, as shown in the image.


A building should always look structurally stable. Often you'll have a stone foundation that goes into the ground and a wooden structure on top of that. Don't have stone on top of wood!


The facade of a building should be more interesting than the sides, thus we add more thought to that part of the building. You can make it more interesting by adding more windows or some interesting features like a side tower, an overhang, some more fancy blocks, a special window design (or bigger windows)...

You'll often have a different set of blocks for the bottom floor than for the following ones. As the bottom floor is often more supportive and the top floors can be made out of wood or less solid stones/brick. Don't forget to use a nice block mix on your walls when you can.

In Eriador you can see some tudor based houses (these are quite outdated). Tudor is an easy way to have details without a gradient as you can just make some kind of tudor pattern to make the facade interesting.


Anorien: tavern (mind the block mixing, roof window and overhang) Dol Amroth: rich house (mind the vegetation, creative block usage and use of the stucco with bricks to detail windows)


Roofs will never be flat, they'll always have a slope to them to allow drainage, except in very dry climates. There are a couple of types of materials you can use for your roof on MCME: Tiles, thatch and wood. Wooden roofs can also use a bit of block mixing, for example the oak and the brown wood planks from the Gondor custom inventory. Keep in mind not all blocks work together.

Thatch roofs need to be at at least 45 degrees to be waterproof!


Notice that the more curved roof looks a lot more interesting than the completely straight one.


Make sure to properly plan out the interior whilst making the planning of the house. Divide your house up into smaller rooms, make sure that if you have a wall, that you have it go down all the way, especially for more thick walls. The layout of a house can be quite similar for each floor, but the rooms should each make sense and have a clear purpose. Don't forget about a staircase, we don't usually use ladders.

Some rooms you'll have in pretty much every house are, a kitchen/dining room, bedroom(s), and storage. On top of those you can have different additions depending on how rich they are: a workshop, a bathroom, an office, a separate dining room and kitchen...

Only the bottom floor will be made out of stone in a typical house. All floors above will have a wooden floor. It's important to properly support them with beams going into the walls. Most likely you'd rather have many short beams, than a few long ones. Also under the roof you'll need to cover up the tiles and thatch with wooden supports.


You can either cover up the entire roof with a wooden ceiling, or still show some of the roof with some wooden supports.

Hopefully these tips can help you improve your skills. Keep in mind MCME is recreating a fantasy world, not real life. However it's important for it all to look believable, to use some common sense and basic physics.

Good luck on your application!


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