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feat: add modelling / texture art page
Signed-off-by: ItsNeil17 <neil@willofsteel.me>
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---
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title: Modelling / Texture Art
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description: Information about 3D Modelling and Texture Art in Hytale.
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---
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# Modelling / Texture Art
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Hytale provides comprehensive support for 3D modeling and texture art creation, with specialized tools and workflows designed to maintain the game's distinctive visual style while empowering creators.
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## Current Mod Tooling
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### Blockbench
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Hytale uses **Blockbench** as the primary tool for 3D modeling and animation:
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- **Official support**: Used for "creating Hytale models, textures, and animations"
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- **Special plugin**: Hytale will have a dedicated Blockbench plugin, to be released ASAP
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- **Direct compatibility**: The plugin allows creators to "create Hytale-compatible models, textures, and animations directly in Blockbench"
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- **Replaces legacy tools**: Fully replaces the old Hytale Model Maker to better support established creative workflows in the community
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- **Safety features**: Only allows you to add things compatible with the engine, so no need to worry about breaking anything
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## Model Constraints
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### Geometry Types
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The vast majority of models in Hytale are constrained to specific geometric primitives:
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**3D Elements**:
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- Blocks
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- Cuboids
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- Boxes
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**2D Elements**:
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- Quads
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- Rectangles
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- Planes (composed of 2 triangles)
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### Design Philosophy
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These constraints serve multiple purposes:
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- **Performance optimization**: Ensures efficient rendering and game performance
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- **Consistent art style**: Maintains Hytale's distinctive visual aesthetic
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- **Seamless integration**: Makes mods feel more cohesive with the base game
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## Pixel Density Standards
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Hytale uses different pixel densities for different types of content:
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### Standard Densities
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- **Blocks**: 32px density
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- **Player models**: 64px density
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- **Mobs**: Likely also 64px density
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- **Player equipment**: 64px density (weapons, cosmetics, armor, etc.)
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### Flexibility
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- **Wrong density handling**: Using incorrect density may cause assets to appear at the wrong size, but will not cause import failures
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- **No strict restrictions**: Pixel ratio, rotation, and scaling are not restricted
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- **Forgiving system**: The tools are designed to be flexible while maintaining compatibility
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## Hytale Asset Editor
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### In-Game Editor
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The Asset Editor is a comprehensive tool that will ship with the game:
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- **Ships with game**: Available to all players from launch
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- **External tool requirement**: Does not support image editing, you must use external tools for texture creation
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- **Data asset editing**: Primary editor for working with Data Assets
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- **Expanding capabilities**: Currently supports most features, though has limitations around NPCs, worldgen, and interactions that will expand over time
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### Particle Creation
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The Asset Editor includes robust particle creation tools:
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- **In-game creation**: Particles are created directly in-game using the Asset Editor
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- **Industry standard**: Particle logic is robust and similar to Unity/Unreal particle systems
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- **Event-driven**: Particles can be spawned on events or interactions (like opening doors)
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- **Entity attachment**: Can attach particles to entities with specific attachment points
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- **Dynamic movement**: Supports particles moving with their anchor points
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- **Time delays**: Supports time-based particle effects and delays
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## Materials
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### Optimization Focus
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Hytale takes a different approach to materials compared to other engines:
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- **Pre-optimized**: Materials are very optimized and artists cannot create custom materials
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- **Performance priority**: This constraint ensures consistent performance across all content
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- **Curated system**: Maintains visual consistency while maximizing efficiency
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## Best Practices
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### Asset Optimization
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Key considerations from Hytale's development team:
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- **Mindful resource usage**: Be conscious of how many blocks/quads you use and texture file sizes
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- **Avoid bloat**: Goal is to prevent unnecessary asset bloat that could impact performance
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- **Efficiency focus**: Balance visual quality with technical constraints
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### Future Documentation
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- **Best practice guide**: A comprehensive "best practice" guide for art and modeling will be released at some point
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- **Flexible boundaries**: Most creative goals can be achieved without breaking anything in the system
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- **Community-driven workflows**: Tools are designed to support established creative workflows in the modding community
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## Integration with Development Pipeline
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The modeling and texture art workflow integrates seamlessly with Hytale's broader development ecosystem:
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- **Asset Editor compatibility**: Models created in Blockbench work directly with the Hytale Asset Editor
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- **Data Asset integration**: 3D models can be configured and customized through Data Assets
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- **Visual Scripting support**: Models can be controlled and animated through Visual Scripting
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- **Java plugin extensibility**: Advanced model behaviors can be implemented through Java plugins
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- **Particle integration**: Models can have particles attached at specific points for enhanced visual effects
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This integrated approach ensures that 3D modeling and texture art aren't isolated creative processes, but core components of Hytale's comprehensive development environment.

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