General Guides

Hytale Modding Tutorial: How to Make and Import Your Custom Models

This guide covers the entire process of making a custom weapon in Hytale, including modeling, texturing, and importing it into the game.

By Hytale Companion

I. Setting

Up Blockbench for Hytale Modding Install Hytale Models Plugin (0:45-0:52)

Go to File > Plugins.

  • Search for and install the Hytale Models plugin.
  • Create a New Hytale Character Model (1:04-1:25)

Scroll down and select Hytale Character (not Hytale Prop for weapons).

  • Click Create new model.
  • Name your file (e.g.,

Soul Scythe) and click Confirm. Import Reference Image (1:37-2:06)

Download your reference image (the video suggests using

Gemini to generate pixelated images).

  • Drag and drop the image into the Blockbench area and select Reference Image.
  • Adjust Reference Image Properties (2:07-2:25)

Click the Properties button (usually a gear icon).

  • Set the layer to Above Interface for better visibility.
  • Position the image as desired in your workspace.
  • Set Up Preview Options (

Optional but Recommended) (2:28-2:40)

Click the Preview Options button.

  • Set the Preview Scene to Hytale.
  • Add the Hytale Player model as a reference for weapon size.

II. Modeling

Your Custom Weapon Add and Scale Cubes for the Handle (2:46-4:00) In the Outliner, click Add Element > Add Cube.

  • Use the scaling tool, only in increments of one, to build the handle (e.g., 6x6, then scale height).
  • Avoid small increments (like 0.25, 0.5, 0.75, or 0.1) with the scaling tool to prevent glitches and texture issues in-game.

Use the Stretch feature for small adjustments, but do not overuse it. Model the Bottom and Spike Details (4:12-8:09)

Add new cubes and use scaling, moving (

G key), and rotating to form the base and spikes.

  • Use Shift + D to duplicate elements.
  • Experiment with cube placement and rotation until you achieve the desired shape. Model the Rib Cage and Rings (8:13-12:22)

Add cubes for the spine and ribs, adjusting size and position. For the rings, add a cube, scale it, duplicate it, and rotate to form a circular shape. Group the ring cubes together (e.g., ring group) (11:31-11:35) to rotate them as one.

Duplicate and move the rings along the handle. Model the Skull (12:25-15:21)

Add cubes and scale them to form the skull's main shape.

  • Add smaller cubes for teeth, duplicating and arranging them.
  • Add the Blade (

Quad) (15:23-16:29)

Go to Add Element > Add Quad. Scale the quad to be really big as you can remove excess parts during texturing. This is important for making the sharp blade part.

III. Texturing

Your Custom Model Create a New Texture (16:34-16:55) Move the reference image down.

  • Click the Create Texture button.
  • Name it (e.g.,

Soul Scythe Texture) and leave Pixel Density at 64.

  • Click Confirm. Basic Color Filling (16:56-20:01)

Go to Paint Mode (16:56).

  • Select the Paint Bucket tool.
  • Use Pick Screen Color (17:29) on your reference image to select colors for different parts (e.g., blade, bones).
  • Fill in each part of your model with its primary color.
💡

Temporarily disable the quad (blade) in the Edit menu (19:01-19:04) to easily paint hidden areas, then re-enable it.

Adding Detail and Softness (20:58-25:30)

Select the Paintbrush tool.

  • Set Softness to Maximum (100).

Pick a slightly darker shade of your base color.

  • Brush over the surface of the bones and other parts to add depth and natural-looking detail. For the skull face (21:49-23:13)

Remove softness and paint details like eyes and nose using the brush. Texturing the Handle (

Runes and Cracks) (25:49-30:57)

Remove softness from the paintbrush.

  • Pick a contrasting color (e.g., blue for runes) and draw random rune patterns on each side of the handle.
  • Select an almost black color.
  • Set Softness to Maximum.
  • Draw spiral lines to create a rope-like effect (28:05-28:29).

Add random lines and cracks to simulate damage and wear. Refining the Blade (31:03-34:29)

Re-enable the bones group.

  • Use the Eraser tool to remove excess pixels from the quad to achieve the desired blade shape (31:52-32:42).

Refine the outline and add more details to the blade using the paintbrush.

IV. Importing

Your Model into Hytale Save Your Model and Texture (34:44-35:01)

Right-click on your texture and select Save or Save As.

  • Go to File > Save Project As for your model.
  • Save both in an accessible location. Become an Operator in Hytale (35:06-35:16)

In your Hytale creative world, open the chat and type /op self to become an operator. Access the Asset Editor (35:17-35:20)

Open the Asset Editor.

  • Create a New Asset Pack (35:22-35:46)

Click the three dots (...) > Add Pack.

  • Create a brand new pack (if you don't have one).
  • Name your pack (e.g., Souls Scythe) and group (e.g.,

My Scythe). Hit Save.

  • Create a New Item Asset (35:47-36:21)

Click the plus (+) button. For Asset Type, type item. Give your asset a unique Asset ID (e.g., my_souls_scythe).

  • Click the arrow next to Copy Asset and select the original Hytale scythe (

Search Scythe in Hytale Hytale).

  • Click Create.
  • Set Up Folder Structure for Your Mod (36:23-37:40)

Open the Run menu (Windows Key + R).

  • Type %appdata% and press Enter.
  • Navigate to Hytale > User Data > Saves > Your World Name > Mods > Your Mod Name.
  • Create a new folder named common. Inside common, create items. Inside items, create weapons. Inside weapons, create soul_scythe (or your item's name).

Paste your saved texture and model files into this soul_scythe folder. Link Model and Texture in Asset Editor (37:42-38:51)

Close and restart your Hytale world and the Asset Editor. In the Rendering category of your item asset:

For Item Model, click the field, navigate to items > weapons > soul_scythe, select your model, and click Select. For Item Texture, do the same to select your texture.

  • Click Equip Item to see it in-game.
  • Adjust Pivot Point for Correct Holding (39:01-39:41)

Go back to Blockbench.

  • Highlight all elements of your model in the Outliner.
  • Add them to a new group (e.g., Scythe). With the group selected, click Center Pivot. This is the point from where the player will hold the item.
  • Save your model again and replace the old one in your mod folder.
  • Restart Hytale to see the change. Customize Item Icon (

Optional) (40:11-40:36)

In the Hytale Asset Editor, go to General.

  • Click the pencil button next to Icon.
  • Adjust settings until satisfied, then Save Icon.
  • Restart your world for the icon to appear. The video also mentions that you can further customize features like crafting recipes, rarity, and effects, which will be covered in future videos.