Block Textures
Overview
Block textures are PNG images that define the visual appearance of standard cube blocks. Unlike blockymodel-based blocks that have full 3D voxel geometry, standard blocks use a set of face textures applied to a unit cube. The engine resolves textures by naming convention — a block named Calcite looks for Calcite.png, Calcite_Top.png, Calcite_Side.png, etc. in the BlockTextures directory. All textures use a consistent pixel resolution and are packed into a texture atlas at load time.
File Location
Assets/Common/BlockTextures/ Bone_Side.png Bone_Top.png Calcite.png Calcite_Brick_Decorative.png Calcite_Brick_Decorative_Top.png Calcite_Brick_Ornate.png Calcite_Brick_Side.png Calcite_Brick_Smooth.png Calcite_Brick_Top.png Calcite_Cobble.png Calcite_Cobble_Top.png Calcite_Top.png Chalk.png Clay_Black.png Clay_Blue.png Clay_Smooth_Black.png ...Naming Conventions
Face-specific Textures
The engine uses a suffix-based system to assign textures to specific cube faces. If a face-specific texture is not found, the engine falls back to the base texture.
| Suffix | Faces Applied | Description |
|---|---|---|
| (none) | All faces (fallback) | Base texture used for any face without a specific override. |
_Top | Top (+Y) | Top face texture. Common for blocks with different top/side appearance (e.g. grass, ore). |
_Side | North, South, East, West | Side face texture, used when sides differ from top and bottom. |
_Bottom | Bottom (-Y) | Bottom face texture. Rarely needed; falls back to base if absent. |
Resolution Order
For a block named Calcite_Brick:
- Top face:
Calcite_Brick_Top.png->Calcite_Brick.png - Side faces:
Calcite_Brick_Side.png->Calcite_Brick.png - Bottom face:
Calcite_Brick_Bottom.png->Calcite_Brick.png
Material and Variant Patterns
| Pattern | Example | Description |
|---|---|---|
{Material}.png | Chalk.png | Simple uniform block — same texture on all faces. |
{Material}_{Finish}.png | Calcite_Brick_Smooth.png | Processed variant of a base material. |
{Material}_{Finish}_{Face}.png | Calcite_Brick_Decorative_Top.png | Face-specific texture for a processed variant. |
{Category}_{Colour}.png | Clay_Blue.png | Colour variant within a material category. |
{Category}_{Finish}_{Colour}.png | Clay_Smooth_Blue.png | Colour variant of a processed finish. |
Texture Specifications
| Property | Value | Description |
|---|---|---|
| Format | PNG | Standard RGBA PNG images. |
| Pixel density | 32 px per block face | The Hytale Modding reference describes blocks as using a 32 px density standard. |
| Transparency | Supported | Alpha channel enables partially transparent blocks (glass, leaves). |
| Colour Space | sRGB | Standard colour space; the engine handles linear conversion. |
Practical Size Guide
The Hytale Modding reference distinguishes pixel density more clearly than fixed export sizes. The safest rule is to match the asset type’s density instead of forcing every texture into the same dimensions.
| Asset type | Recommended density | Practical examples | Notes |
|---|---|---|---|
| Cube blocks | 32 px per block face | 32x32 for a normal cube face, 64x64 for a 2x upscaled variant that keeps the same density | This is the clearest documented standard. |
| Player models | 64 px density | 64x64, 128x128 | Higher sizes are fine if they keep the same visual density. |
| NPC / mob models | 64 px density | 64x64, 128x128 | The external guide phrases mobs as “likely also 64px”; treat this as current best practice, not a hard engine rule. |
| Equipment / held item models | 64 px density | sword sheet 64x64, armor sheet 128x128 | This applies to model textures, not inventory icons. |
| Inventory / UI item icons | Varies by UI art direction | 32x32, 64x64, 128x128 | The reference guide does not define a single canonical icon density, so keep icons consistent within the same UI set. |
Examples
- A simple stone block: one
32x32face texture, optionally with_Top,_Side, and_Bottomvariants. - A player chest armor texture:
64x64or128x128, as long as proportions match the player model’s 64 px density. - A large boss NPC texture:
128x128can still be correct if the model is built to preserve the same density as other 64 px characters. - A sword icon for inventory UI: keep it aligned with the rest of your icon atlas; this is a UI asset decision, not the same rule as block or character texture density.
Notes on Accuracy
An earlier version of this manual described block textures as “16x16 pixels (standard)”. That was too strict compared with the current Hytale Modding reference, which points to a 32 px block density standard instead.
Common Material Categories
| Category | Examples | Description |
|---|---|---|
| Soil | Soil_Grass.png, Soil_Dirt.png | Natural terrain surface blocks. |
| Stone | Stone.png, Stone_Mossy.png | Underground and surface rock. |
| Calcite | Calcite.png, Calcite_Brick_Ornate.png | Light-coloured building stone with many decorative variants. |
| Clay | Clay_Black.png through Clay_Purple.png | Coloured clay blocks for building. |
| Ore | Various per-zone ores | Mineral deposits with distinct face textures. |
| Wood | Various tree species | Bark (side) and ring (top) textures. |
Related Pages
- Client Models —
.blockymodelfiles for blocks with non-cube geometry - Block Type Lists — named lists that group block types by category