Biome Models
Compbuild uses biome dependent models for builds with more repetitive assets. You're able to change a group of blocks to a certain biome which also changes the biome as well.
For example you can use //setbiome windswept_forest on a Chair in the plains biome and you'll get a more modern looking chair. Biomes are 4x4x4 and it can be a guessing game on where they are placed, we recommend setting biomes over a slightly large area than you need.
Dead Tube Coral Fan

No Biome

windswept_forest

jungle

flower_forest

sparse_jungle

beach
Dead Tube Coral

No Biome

windswept_forest

jungle
Horn Coral Fan, Brain Coral Fan, Fire Coral Fan, Bubble Coral Fan

No Biome

sparse_jungle

windswept_forest

desert

jungle
Dead Bubble Coral Fan

No Biome

beach

birch_forest

windswept_forest

desert

badlands
Tube Coral Fan

No Biome

windswept_forest

windswept_hills
Sticky Piston, Sticky Piston Head

No Biome

jungle
Dead Brain Coral Fan

No Biome

forest

No Biomes - has random color variants

jungle

sparse_jungle

desert​

windswept_hills
Blockstate Models
Blockstate models are models or blocks you can change with the debug stick, WorldEdit, or by hand. They're a lot more simpler to use than biome dependent models.
You can use WorldEdit commands like //set repeater[powered=true, delay=4] to get a bicycle. That's an example of one. There are a lot of blockstate models within Compbuild Textures and we'd recommend playing around with them.
Repeater, off

delay=1

delay=2

delay=3

delay=4
Repeater, powered=true

delay=1

delay=2

delay=3

delay=4 - has random color variants
Comparator, off

powered=false

mode=subtract
Comparator, powered=true

powered=true

mode=subtract
Cake



bites=0
bites=1
bites=2

bites=3

bites=4

bites=5 - has random variants

bites=6
Turtle Egg, no hatch

eggs=1

eggs=2

eggs=3

eggs=4
Turtle Egg, hatch=1

eggs=1

eggs=2

eggs=3

eggs=4
Dead Sea Pickle, waterlogged=false


pickles=1
pickles=2

pickles=3

pickles=4
Respawn Anchor

charge=0

charge=3

charge=1

charge=4

charge=2