skills/z3nlotus/hytale-agent-skills/hytale-texture-artist

hytale-texture-artist

SKILL.md

Hytale Texture Artist

Create pixel art textures following Hytale's official art style.

Core Principles

Hytale textures are illustrations painted onto 3D models, not just flat colors. Every texture should have:

  • Baked-in lighting and shadows
  • Color variation (no flat surfaces)
  • Readable silhouettes
  • Consistent style

Texture Density Standards

Asset Type Density Texture Size
Blocks 32px per unit 32x32, 64x64
Props 32px per unit 32x32, 64x64
Characters 64px per unit 64x64, 128x128
Items/Icons 32px or 64px 32x32, 64x64

Rule: All textures must be multiples of 32px.


Color Rules

Never Use

Color Why
Pure Black (#000000) Too harsh, looks unnatural
Pure White (#FFFFFF) Too bright, breaks immersion
Flat gray shadows Feels dead and lifeless

Always Do

Technique Why
Tinted shadows Adds life (use purple, blue hints)
Warm highlights Natural light feeling
Color variation Prevents flat, boring surfaces
Subtle gradients Creates depth

Shadow Painting Technique

Step 1: Base Color

Start with your mid-tone base color:

Example stone: #8C8C8C (medium gray)

Step 2: Add Light

Add lighter areas where light hits (typically top/left):

Highlight: #A8A8A8 (lighter gray)
Rim light: #B8B8B8 (lightest)

Step 3: Add Shadows (With Color!)

Add darker areas with tinted shadows:

Shadow: #6A6878 (purple-tinted gray)
Deep shadow: #585068 (more purple)

Step 4: Detail

Add texture details (cracks, spots, grain):

  • Use pencil brush
  • Keep consistent light direction
  • Don't overdo detail

Brush Workflow

Recommended Brushes

Brush Use For
Pencil (hard) Outlines, details, color blocking
Soft round Gradients, volume, soft shadows
Texture brush Surface noise, grain

Opacity Settings

  • Pencil: 100% opacity for clean pixels
  • Soft round: 10-30% for gradual blending
  • Texture: 5-15% for subtle variation

Material Guidelines

Stone/Rock

Base: Desaturated cool gray (#8A8C90)
Highlight: Slightly warm (#A0A2A0)
Shadow: Blue-purple tint (#707080)
Details: Cracks, chips, weathering

Wood

Base: Warm brown (#8B6B4A)
Highlight: Golden yellow hint (#A08058)
Shadow: Reddish-brown (#6B4A35)
Details: Grain lines, knots, rings

Metal

Base: Cool gray-blue (#7A7A88)
Highlight: Near-white (#C8C8D0)
Shadow: Dark blue (#505068)
Details: Scratches, reflections, edges

Foliage

Base: Varied greens (#4A8B4A, #5A9B50)
Highlight: Yellow-green (#70AB60)
Shadow: Blue-green (#3A6B40)
Details: Leaf shapes, veins

Common Mistakes

❌ Bad Practices

Mistake Problem
Pure gray shadows Looks lifeless
No light direction Flat, confusing
Too much contrast Harsh, unreadable
Inconsistent style Breaks immersion
Over-detailing Muddy at distance

✅ Good Practices

Technique Benefit
Consistent light Unified look
Subtle color shifts Natural depth
Limited palette Cohesive style
Test in-game Catches issues early

Texture Workflow

1. Set Up Canvas

  • Create file at correct size (32x32, 64x64, etc.)
  • Set up grid (View → Show Grid)
  • Work at 400-800% zoom

2. Block In Colors

  • Fill with base color
  • Add main color regions
  • Don't worry about detail yet

3. Establish Light

  • Decide light direction (usually top-left)
  • Add highlight areas
  • Add shadow areas (with color!)

4. Add Details

  • Surface texture
  • Edge details
  • Unique identifiers

5. Polish

  • Soften harsh transitions
  • Check at 100% zoom
  • Test in-game

File Formats

Format Use For
PNG All Hytale textures
32-bit If transparency needed
sRGB Color space

Quick Reference Card

Aspect Guideline
Block density 32px/unit
Character density 64px/unit
Sizes Multiples of 32px
Pure black ❌ Never
Pure white ❌ Never
Shadow color Add purple/blue hints
Light direction Consistent (top-left)

Resources

  • Hytale Art Guide: Official Blog Post
  • Color Palettes: Use Lospec.com for retro palettes
  • Related Skills: See hytale-model-creator for 3D workflow
Weekly Installs
3
GitHub Stars
3
First Seen
Feb 10, 2026
Installed on
gemini-cli3
antigravity3
claude-code3
github-copilot3
codex3
cursor3