
Creating Models for Hytale: What Every Creator Should Know


Learning From the Hytale Art Team
Everything covered in this post reflects a broader goal shared by the Hytale art team: to make creation approachable, transparent, and rewarding for the community. By sharing their creative vision, tools, and best practices, the team aims to support creators of all skill levels, from experienced artists to those simply curious about getting started.
To further explore how these principles are applied in practice, the videos below offer a behind-the-scenes look at real workflows used by the Hytale art team. They walk through the full process of concepting and modeling, showing how ideas are translated into readable shapes, efficient geometry, and expressive designs that fit naturally into the world.
Video Tutorial: Thomas Concepting and Modeling a Magma Golem for Hytale
Video Tutorial: Thomas Concepting and Modeling Workflow for Hytale
These tutorials provide valuable insight into shape language, iteration, and decision-making, helping creators better understand not just what the rules are, but why they exist.
Looking ahead, the team plans to share more in-depth content covering advanced techniques for modeling, animation, visual effects, and UI art. This ongoing knowledge sharing is part of a long-term effort to empower creators and encourage experimentation within the Hytale universe.
We hope this blog post helps guide your future creations and that you enjoy exploring, editing, and expanding the vast world that has been built for you.

TLDR:
Hytale’s art style is built around clarity, performance, and creator accessibility. Models are constructed using only cubes and quads, with no triangles, spheres, or complex topology. Geometry should start as simple as possible and only increase when it meaningfully improves silhouette, since scenes can render several thousand blocks and result in several million triangles per frame.
Textures must use dimensions that are multiples of 32 pixels. Creators must choose a texture density based on asset type: characters, cosmetics, tools, weapons, and attachments use 64 pixels per unit, while props, blocks, furniture, and environment assets use 32 pixels per unit. Characters intentionally receive twice the texture detail because faces, hands, and equipped items are often viewed up close in first person.
Hytale does not use traditional PBR workflows such as roughness or normal maps. Instead, textures are treated like illustrations, with shadows, highlights, and ambient occlusion painted directly into the texture. Pure white and pure black are avoided, shadows contain subtle color variation, and heavy noise or flat surfaces are discouraged.
Geometry stretching is allowed for fine adjustments and to avoid visual issues like Z-fighting, but should stay within a range of 0.7x to 1.3x per axis to prevent visible pixel distortion. These guidelines exist to keep assets readable, performant, and consistent while empowering creators of all skill levels to build and share content for Hytale.

Making Models for Hytale: Understanding the Art Style Behind the Rules

Creating models for Hytale means working within a visual language that has been carefully refined over many years. While the game spans wildly different themes, from classic fantasy to sci-fi minigames and prehistoric worlds, everything is designed to feel like it belongs to the same universe. That consistency does not happen by accident. It comes from strong art direction, clear technical constraints, and a constant balance between visuals and performance.
At its core, Hytale’s art direction exists to support immersion. The goal is for players to forget they are navigating a digital, voxel-based world. Leaves move in the wind, creatures wander and react, clouds travel across the sky, and characters express emotion through motion and eyes. Art is a foundational part of gameplay, storytelling, and atmosphere.
Visually, Hytale sits at a unique intersection. It combines the charm of low-resolution pixel art with the flexibility of modern 3D engines. The result is a stylized voxel world that feels both nostalgic and modern. Textures are hand-painted, models are clean and readable, and realism is never prioritized over clarity.

Getting Started With Modeling for Hytale
Now that you have a solid understanding of the theory behind Hytale’s art style, the next step is actually creating models. Getting started is intentionally simple, and the tooling is designed to lower the barrier to entry for creators of all experience levels.
It is important to note that these guidelines are best practices, not strict rules. You are the master of your own craft. There is no single correct way to create, as long as you are having fun and building something you are proud of.
The Blockbench Plugin
To support creators, the Hytale team provides a dedicated Blockbench plugin tailored specifically to the engine’s needs. This plugin is designed to help creators stay within Hytale’s modeling and texturing guidelines while keeping the workflow simple and approachable.
The plugin is currently in early access, which means you may encounter bugs or incomplete features. Ongoing updates will continue to improve performance, stability, and feature completeness over time.
At its core, the plugin helps maintain a consistent pixel ratio across textures and ensures that models and animations are exported in the correct format for Hytale. It also includes several quality-of-life improvements that make iteration faster and reduce common setup mistakes when working with geometry, textures, and animations.
By using the Blockbench plugin, creators can focus more on design, style, and creativity, rather than worrying about technical compatibility. It acts as a bridge between artistic intent and engine requirements, helping assets remain consistent, readable, and performant once they are brought into the game.


One Art Style Across Many Worlds

Hytale is built to support a wide range of experiences, including open-world exploration, dense voxel environments, large creature populations, and fast-paced minigames. Despite this variety, the art style remains consistent across all game modes and media.
This consistency is guided by four core pillars: immersive, fantasy, stylized, and flexible. Every asset is evaluated against these ideas before it is considered finished.
Supporting ideas behind these pillars include:
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- Strong silhouettes that read clearly at a distance
- Proportions that favor expression and personality over realism
- Visual cohesion between characters, props, UI, and environments
The goal is for players to instantly recognize that they are in the world of Hytale, no matter what they are doing.

Geometry Rules and Why They Matter

One of the most important design decisions in Hytale is how models are constructed. All models are built using only two primitives: cubes with six sides and quads with two sides. Traditional modeling techniques such as triangles, edge loops, spheres, or sculpted topology are not part of the workflow.
This approach keeps models easy to understand, easy to unwrap, and easy to animate. It also removes the need for weight painting, complex rigs, or advanced 3D knowledge. As a result, creators can focus on design and creativity instead of technical overhead.
This simplicity also makes assets easier to share, modify, and iterate on, which is essential for a game built around user-generated content.

Proportions and Shape Language

Hytale characters are intentionally unrealistic. They are short, bulky, and cartoony. Props and blocks follow the same philosophy, feeling toy-like with bold, iconic shapes.
These exaggerated proportions serve several purposes:
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- Improved readability in busy scenes
- Clear silhouettes during animation and movement
- A consistent visual language across the entire game
Simplicity here does not mean low quality. In practice, achieving the right balance often takes many iterations and careful decisions about what detail to keep and what to remove.


Performance at Scale
Performance is a major factor behind nearly every art decision in Hytale. In many scenes, the engine renders several thousand blocks and voxels at once, resulting in several million triangles being drawn every frame.
Because triangle count has a direct impact on framerate, artists are encouraged to start with the lowest possible amount of geometry. Additional detail is added only when it meaningfully improves the silhouette or readability of an asset. Hidden faces and unnecessary internal geometry are avoided whenever possible.
These practices allow Hytale to support large, detailed worlds while remaining playable on a wide range of hardware.


Texture Size and Density Rules

Textures in Hytale follow clear and intentional rules. All textures must use dimensions that are multiples of 32 pixels, such as 32, 64, 96, or 128. Textures do not need to be square.
More importantly, creators must choose between two texture density standards depending on the type of asset they are creating.
Characters, cosmetics, tools, weapons, and other attachments use a density of 64 pixels per unit. Props, blocks, furniture, and environmental assets use a density of 32 pixels per unit.
This means characters receive twice the texture detail of world objects. The reason is simple. Faces, hands, and equipped items are often viewed up close, especially in first-person gameplay. Higher density allows for expressive facial details, tattoos, makeup, and refined cosmetics without large pixels breaking immersion.
By contrast, lower density on props helps keep environments visually calm and readable.

Textures as Illustrations, Not Materials

Hytale does not rely on standard PBR workflows such as roughness maps, normal maps, or displacement maps. Instead, textures are treated more like illustrations.
Artists often paint shadows, highlights, and ambient occlusion directly into the texture. This creates the illusion of depth and lighting without relying on heavy shaders. It also preserves the handcrafted, cozy look that defines Hytale’s visual identity.
To support this approach, artists avoid excessive noise, heavy grain, and perfectly flat color fills. Subtle variation and intentional brushwork are preferred.


Color Choices and Value Control

Color selection plays a major role in how assets read in-game. Pure white and pure black are avoided because they tend to break lighting, create harsh contrast, and destroy value balance.
Shadows are rarely neutral. They often contain subtle color shifts, such as hints of purple or blue, which help assets feel more vibrant and alive. The most reliable way to judge a color palette is still to test it in-game, where lighting, environment, and scale all interact.

Shading Modes and Materials in Hytale
In Hytale, materials are handled very differently from what many creators may be used to in traditional 3D workflows. Instead of relying on a wide range of physically based rendering materials, the engine uses a small, carefully controlled set of material types known as shading modes.
These shading modes exist for both performance and visual consistency. By limiting the number of supported material behaviors, the engine can render large scenes efficiently while maintaining a cohesive look across characters, props, and environments. This approach also ensures that assets created by different artists still feel like they belong in the same world.
Blockbench is currently unable to visually preview these shading modes. However, creators can still assign shading modes per node and export them correctly for use in Hytale. This means the final appearance of an asset may differ slightly in-game compared to how it looks inside Blockbench, especially in terms of lighting response.
When showcasing characters inside Blockbench, it is recommended to disable side shadows. This helps avoid harsh edge shading on bodies, particularly when trying to simulate smooth or organic shapes using block-based geometry. Since Hytale relies heavily on hand-painted lighting inside textures, overly strong preview shadows can misrepresent how an asset will appear once imported into the game.
Assets should be designed to look good even without advanced shading or post-processing. If a model reads clearly and feels visually strong with minimal shading, it is far more likely to succeed once placed into the world of Hytale.


Stretching Geometry with Care

Geometry stretching is allowed in Hytale and is sometimes necessary for fine adjustments or to prevent visual issues like Z-fighting.
When geometry is stretched, the pixels stretch with it.
To keep distortion under control, stretching is generally limited to a range between 0.7x and 1.3x on any axis.
Beyond this range, pixel distortion becomes clearly visible and breaks the intended texture density.

Designed to Empower Creators
These guidelines come from Hytales latest Blog Post and are all e best practices, not rigid rules. They are the result of years of iteration, testing, and real-world performance considerations. The goal is not to restrict creativity, but to make creation accessible, scalable, and enjoyable.
Hytale is built to be moddable, shareable, and community-driven. Its art style reflects that philosophy at every level.
At HyItems, we are building our platform around these same principles. By understanding the reasoning, numbers, and constraints behind Hytale’s art direction, creators can upload assets that look right, perform well, and truly belong in the world.


