Models & Assets

Create 3D models, textures, and animations for Hytale using Blockbench. This guide covers everything from setup to exporting finished assets.

Getting Blockbench

Hytale uses Blockbench as its official modeling tool. It's free and works on Windows, Mac, and Linux.

Download Blockbench

Get it from blockbench.net

Install the Hytale Plugin

Open Blockbench → File → Plugins → Search "Hytale" → Install

Create New Project

File → New → Hytale Model

File Formats

FormatWhat It IsUsed For
.blockymodel3D model fileCharacters, items, props
.blockyanimAnimation fileWalk cycles, attacks, idles
.pngTexture fileSkins for models and blocks

Texture Guidelines

Hytale has strict texture rules to keep everything looking consistent.

Texture Density

Asset TypeDensityExamples
Characters, Cosmetics, Tools64px per unitPlayers, NPCs, swords, food
Props, Blocks, Furniture32px per unitChairs, crates, building blocks

Texture Rules

  • Textures must be multiples of 32px (32, 64, 96, 128, etc.)
  • Textures can be non-square (e.g., 64x128)
  • Stretching allowed between 0.7x and 1.3x to avoid Z-fighting
  • Avoid pure black (#000000) - It breaks lighting
  • Avoid pure white (#FFFFFF) - It also breaks lighting
  • Add color to shadows (purple works well)
Important

Hytale does NOT use PBR (roughness, normal maps). Shadows and highlights are painted directly into the texture.

Hytale Art Style

Hytale's style is "stylized voxel with retro pixel-art textures." To match it:

  • Paint shadows INTO textures - Don't rely on game lighting alone
  • Add color to shadows - Use purple/blue tones, not gray
  • Keep it readable - Clear silhouettes and shapes
  • Treat textures as illustrations - Each one tells a story

Creating Models

Hytale models use only cubes and flat planes. No complex geometry.

Model Basics

  1. Open Blockbench and create a Hytale Model project
  2. Add cubes using Ctrl+N or the cube tool
  3. Resize and position cubes to form your shape
  4. UV map each cube to your texture
  5. Export as .blockymodel

Bone Naming for Characters

For characters that need animation, name your bones correctly:

Standard Bone Names
root
├── body
│   ├── head
│   ├── left_arm
│   ├── right_arm
│   ├── left_leg
│   └── right_leg

When bones are named correctly, the game can auto-animate them!

Creating Animations

Blockbench's animation editor lets you create movements for your models.

Animation Basics

  1. Switch to Animation mode in Blockbench
  2. Create a new animation
  3. Move the timeline to frame 0
  4. Select a bone and set a keyframe (position, rotation, or scale)
  5. Move to another frame and change the bone position
  6. The animation interpolates between keyframes

Common Animation Types

AnimationTypical LengthNotes
Idle60-120 framesSubtle breathing, swaying
Walk20-40 framesLoops, arms swing opposite legs
Run15-30 framesFaster than walk, more bounce
Attack10-20 framesQuick, impactful
Death30-60 framesDramatic fall, doesn't loop

Exporting Assets

Export Model

  1. File → Export → Export Hytale Model
  2. Save as .blockymodel in your pack's Common/Models/ folder

Export Animation

  1. File → Export → Export Hytale Animation
  2. Save as .blockyanim in your pack's Common/Animations/ folder

Export Texture

  1. In the texture panel, right-click your texture
  2. Click "Save As" or "Export"
  3. Save as .png in the appropriate folder

Asset Folder Structure

YourPack/Common/
Models/
my_creature.blockymodel
Animations/
my_creature_walk.blockyanim
my_creature_idle.blockyanim
BlockTextures/
my_block.png
Icons/
my_item_icon.png
Pro Tip

Use Tales Of Orbis to browse and share your Hytale models with the community! Browse Assets →