|
| 1 | +--- |
| 2 | +title: Modelling / Texture Art |
| 3 | +description: Information about 3D Modelling and Texture Art in Hytale. |
| 4 | +--- |
| 5 | + |
| 6 | +# Modelling / Texture Art |
| 7 | + |
| 8 | +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. |
| 9 | + |
| 10 | +## Current Mod Tooling |
| 11 | + |
| 12 | +### Blockbench |
| 13 | + |
| 14 | +Hytale uses **Blockbench** as the primary tool for 3D modeling and animation: |
| 15 | + |
| 16 | +- **Official support**: Used for "creating Hytale models, textures, and animations" |
| 17 | +- **Special plugin**: Hytale will have a dedicated Blockbench plugin, to be released ASAP |
| 18 | +- **Direct compatibility**: The plugin allows creators to "create Hytale-compatible models, textures, and animations directly in Blockbench" |
| 19 | +- **Replaces legacy tools**: Fully replaces the old Hytale Model Maker to better support established creative workflows in the community |
| 20 | +- **Safety features**: Only allows you to add things compatible with the engine, so no need to worry about breaking anything |
| 21 | + |
| 22 | +## Model Constraints |
| 23 | + |
| 24 | +### Geometry Types |
| 25 | + |
| 26 | +The vast majority of models in Hytale are constrained to specific geometric primitives: |
| 27 | + |
| 28 | +**3D Elements**: |
| 29 | +- Blocks |
| 30 | +- Cuboids |
| 31 | +- Boxes |
| 32 | + |
| 33 | +**2D Elements**: |
| 34 | +- Quads |
| 35 | +- Rectangles |
| 36 | +- Planes (composed of 2 triangles) |
| 37 | + |
| 38 | +### Design Philosophy |
| 39 | + |
| 40 | +These constraints serve multiple purposes: |
| 41 | +- **Performance optimization**: Ensures efficient rendering and game performance |
| 42 | +- **Consistent art style**: Maintains Hytale's distinctive visual aesthetic |
| 43 | +- **Seamless integration**: Makes mods feel more cohesive with the base game |
| 44 | + |
| 45 | +## Pixel Density Standards |
| 46 | + |
| 47 | +Hytale uses different pixel densities for different types of content: |
| 48 | + |
| 49 | +### Standard Densities |
| 50 | + |
| 51 | +- **Blocks**: 32px density |
| 52 | +- **Player models**: 64px density |
| 53 | +- **Mobs**: Likely also 64px density |
| 54 | +- **Player equipment**: 64px density (weapons, cosmetics, armor, etc.) |
| 55 | + |
| 56 | +### Flexibility |
| 57 | + |
| 58 | +- **Wrong density handling**: Using incorrect density may cause assets to appear at the wrong size, but will not cause import failures |
| 59 | +- **No strict restrictions**: Pixel ratio, rotation, and scaling are not restricted |
| 60 | +- **Forgiving system**: The tools are designed to be flexible while maintaining compatibility |
| 61 | + |
| 62 | +## Hytale Asset Editor |
| 63 | + |
| 64 | +### In-Game Editor |
| 65 | + |
| 66 | +The Asset Editor is a comprehensive tool that will ship with the game: |
| 67 | + |
| 68 | +- **Ships with game**: Available to all players from launch |
| 69 | +- **External tool requirement**: Does not support image editing, you must use external tools for texture creation |
| 70 | +- **Data asset editing**: Primary editor for working with Data Assets |
| 71 | +- **Expanding capabilities**: Currently supports most features, though has limitations around NPCs, worldgen, and interactions that will expand over time |
| 72 | + |
| 73 | +### Particle Creation |
| 74 | + |
| 75 | +The Asset Editor includes robust particle creation tools: |
| 76 | + |
| 77 | +- **In-game creation**: Particles are created directly in-game using the Asset Editor |
| 78 | +- **Industry standard**: Particle logic is robust and similar to Unity/Unreal particle systems |
| 79 | +- **Event-driven**: Particles can be spawned on events or interactions (like opening doors) |
| 80 | +- **Entity attachment**: Can attach particles to entities with specific attachment points |
| 81 | +- **Dynamic movement**: Supports particles moving with their anchor points |
| 82 | +- **Time delays**: Supports time-based particle effects and delays |
| 83 | + |
| 84 | +## Materials |
| 85 | + |
| 86 | +### Optimization Focus |
| 87 | + |
| 88 | +Hytale takes a different approach to materials compared to other engines: |
| 89 | + |
| 90 | +- **Pre-optimized**: Materials are very optimized and artists cannot create custom materials |
| 91 | +- **Performance priority**: This constraint ensures consistent performance across all content |
| 92 | +- **Curated system**: Maintains visual consistency while maximizing efficiency |
| 93 | + |
| 94 | +## Best Practices |
| 95 | + |
| 96 | +### Asset Optimization |
| 97 | + |
| 98 | +Key considerations from Hytale's development team: |
| 99 | + |
| 100 | +- **Mindful resource usage**: Be conscious of how many blocks/quads you use and texture file sizes |
| 101 | +- **Avoid bloat**: Goal is to prevent unnecessary asset bloat that could impact performance |
| 102 | +- **Efficiency focus**: Balance visual quality with technical constraints |
| 103 | + |
| 104 | +### Future Documentation |
| 105 | + |
| 106 | +- **Best practice guide**: A comprehensive "best practice" guide for art and modeling will be released at some point |
| 107 | +- **Flexible boundaries**: Most creative goals can be achieved without breaking anything in the system |
| 108 | +- **Community-driven workflows**: Tools are designed to support established creative workflows in the modding community |
| 109 | + |
| 110 | +## Integration with Development Pipeline |
| 111 | + |
| 112 | +The modeling and texture art workflow integrates seamlessly with Hytale's broader development ecosystem: |
| 113 | + |
| 114 | +- **Asset Editor compatibility**: Models created in Blockbench work directly with the Hytale Asset Editor |
| 115 | +- **Data Asset integration**: 3D models can be configured and customized through Data Assets |
| 116 | +- **Visual Scripting support**: Models can be controlled and animated through Visual Scripting |
| 117 | +- **Java plugin extensibility**: Advanced model behaviors can be implemented through Java plugins |
| 118 | +- **Particle integration**: Models can have particles attached at specific points for enhanced visual effects |
| 119 | + |
| 120 | +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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