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.
Get it from blockbench.net
Open Blockbench → File → Plugins → Search "Hytale" → Install
File → New → Hytale Model
File Formats
| Format | What It Is | Used For |
|---|---|---|
.blockymodel | 3D model file | Characters, items, props |
.blockyanim | Animation file | Walk cycles, attacks, idles |
.png | Texture file | Skins for models and blocks |
Texture Guidelines
Hytale has strict texture rules to keep everything looking consistent.
Texture Density
| Asset Type | Density | Examples |
|---|---|---|
| Characters, Cosmetics, Tools | 64px per unit | Players, NPCs, swords, food |
| Props, Blocks, Furniture | 32px per unit | Chairs, 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)
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
- Open Blockbench and create a Hytale Model project
- Add cubes using Ctrl+N or the cube tool
- Resize and position cubes to form your shape
- UV map each cube to your texture
- Export as
.blockymodel
Bone Naming for Characters
For characters that need animation, name your bones correctly:
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
- Switch to Animation mode in Blockbench
- Create a new animation
- Move the timeline to frame 0
- Select a bone and set a keyframe (position, rotation, or scale)
- Move to another frame and change the bone position
- The animation interpolates between keyframes
Common Animation Types
| Animation | Typical Length | Notes |
|---|---|---|
| Idle | 60-120 frames | Subtle breathing, swaying |
| Walk | 20-40 frames | Loops, arms swing opposite legs |
| Run | 15-30 frames | Faster than walk, more bounce |
| Attack | 10-20 frames | Quick, impactful |
| Death | 30-60 frames | Dramatic fall, doesn't loop |
Exporting Assets
Export Model
- File → Export → Export Hytale Model
- Save as
.blockymodelin your pack'sCommon/Models/folder
Export Animation
- File → Export → Export Hytale Animation
- Save as
.blockyanimin your pack'sCommon/Animations/folder
Export Texture
- In the texture panel, right-click your texture
- Click "Save As" or "Export"
- Save as
.pngin the appropriate folder
Asset Folder Structure
Use Tales Of Orbis to browse and share your Hytale models with the community! Browse Assets →