In December 2025, Thomas Frick—better known as Xael, Art Director of Hytale—finally shared the principles behind Hytale’s distinctive visual style. This guide distills those insights into actionable advice for aspiring 3D artists.
The Hytale Art Style Philosophy
Xael has been art directing Hytale for over a decade. His approach balances three core principles:
1. Readability
Every model should be recognizable from a distance. If you can’t tell what something is from across the screen, it needs work.
2. Charm
Models should be expressive and characterful. Every asset should feel like it has personality—even inanimate objects.
3. Consistency
All assets share a unified visual language. Nothing should look like it doesn’t belong in Orbis.
Key Principle 1: Strong Silhouettes
The most important rule for Hytale-style modeling:
Every model should be readable from a distance. Avoid noisy details that clutter the outline.
How to achieve this:
- Start with basic shapes
- Test readability at different scales
- Avoid small protruding details that break the silhouette
- Think about how the model looks from all angles
Key Principle 2: Strategic Detail Placement
Not all areas of a model are equal. Place detail where it matters:
Eye-Level Areas (More Detail):
- Chests, faces, key interactive elements
- Areas players will look at most often
Background Elements (Less Detail):
- Rooftops, distant terrain features
- Areas seen from a distance
The Rule of Thumb: If players won’t be looking closely, keep it simple. Over-detailing wastes time and can actually make things look worse.
Key Principle 3: Color Theory
Hytale models use a controlled color palette:
The Formula:
- One main color — 60-70% of the model
- One secondary color — 20-30% for contrast
- One accent color — 10% for highlights
Common Mistakes:
- Using too many colors creates visual noise
- High contrast doesn’t automatically mean good design
- Consider how colors appear at gameplay distances
Distance Testing: Always check how your colors look when:
- Up close (first-person view)
- At medium range (combat distance)
- Far away (exploration)
Key Principle 4: Voxel Best Practices
Modeling for a voxel game is different from traditional 3D:
Think in Blocks, Not Triangles:
- Every block should have purpose
- Consider how light interacts with surfaces
- Use block placement strategically for form
Scale Considerations:
- Models must work at gameplay distances
- Test in-game, not just in your modeling software
- What looks good in a viewport may not work in-game
Getting Started with Blockbench
Hytale now officially supports Blockbench for model creation:
Step 1: Download the Plugin
- Open Blockbench
- Navigate to the plugins store
- Search for “Hytale”
- Install the official plugin
Step 2: Set Up Your Project
- Use the correct Hytale scale
- Set up your workspace with reference images
- Organize your file structure from the start
Step 3: Start Simple
- Begin with basic shapes
- Don’t add detail too early
- Focus on the silhouette first
Step 4: Add Detail Incrementally
- Add detail layer by layer
- Test in-game regularly
- Don’t be afraid to remove elements
Step 5: Test In-Game
- Import your model into Hytale
- Check it from all distances
- Make adjustments based on in-game appearance
Common Mistakes to Avoid
Over-Detailing
The Problem: Adding too much detail makes models look cluttered and hard to read.
The Solution: Less is often more. Focus on key details that communicate what the object is.
Ignoring Scale
The Problem: Models look good close-up but fall apart at gameplay distances.
The Solution: Always test at multiple scales. Your model should be readable from anywhere in the game world.
Poor Color Choices
The Problem: Using too many colors or colors that clash.
The Solution: Stick to the main/secondary/accent formula. Test colors at different distances.
Inconsistent Style
The Problem: Your model doesn’t match existing Hytale assets.
The Solution: Study official models. Try to match their level of detail, color usage, and general approach.
Anatomy of a Hytale Model
Breaking down an official Hytale asset reveals the pattern:
Structure (30-40%):
- Basic shapes that define the form
- Simple geometry that reads clearly
Secondary Details (30-40%):
- Key features that add character
- Important functional elements
Accents (10-20%):
- Small details that add polish
- Highlights and points of interest
Negative Space (10-20%):
- Areas left simple for visual breathing room
The Workflow
-
Reference Gathering
- Study official Hytale models
- Collect reference images of similar real-world objects
- Sketch your concept
-
Blocking Out
- Create basic shapes
- Establish the silhouette
- Test proportions
-
Refining
- Add secondary details
- Apply base colors
- Test in-game
-
Polishing
- Add accent details
- Fine-tune colors
- Final in-game testing
-
Exporting
- Ensure proper format
- Set up animations (if needed)
- Prepare for import
What’s Next for Modeling in Hytale
Xael mentioned that there’s “so much to say on the topic” and that this should be considered an introduction. The team plans to share more detailed guides as we approach launch.
For now, the Blockbench plugin and these core principles give you everything you need to start creating assets that feel at home in Orbis.
The Bottom Line
Hytale’s art style isn’t complicated—it’s thoughtful. Every block, every color, every detail serves a purpose. By focusing on readability, charm, and consistency, you can create models that feel like they belong in the world of Orbis.
As Xael says: “We can’t wait to see what you create!”
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