How to import a .blockymodel and PNG into Blockbench

Open the model with the Hytale Models plugin, load its matching texture, then edit and export a copy. This guide uses the public painted teapot from Myrlin Studio.

Studio teapot with teal and cream paint, a curved handle and short feet

The published Studio preview of the model and atlas used below. The source has 149 nodes and a 512 × 512 PNG texture.

Inspect the teapot in 3D and see its source details →

Download the model and its texture

Save both files in one folder, and keep an untouched copy before editing.

The model file does not contain the PNG image. Downloading the model alone gives you the geometry; you also need its matching atlas to see the paint. Keep the .blockymodel extension: the Hytale Models plugin reads that format directly.

Open the model and load the PNG

  1. Install the current Blockbench and the Hytale Models plugin. The plugin adds support for opening and editing .blockymodel files. Myrlin’s Tools is optional for this workflow.
  2. Open the downloaded model.blockymodel in Blockbench.
  3. In desktop Blockbench, the plugin may ask you to import textures. Choose Select Files and select texture.png. If the model is already open without its paint, use Import Texture in the Textures panel to load the PNG.

The desktop plugin looks for matching texture filenames, but these two files are named model.blockymodel and texture.png. Load the PNG explicitly if it is not found. In the web app, use the Textures panel to import it.

Inspect the parts, then make a small edit

Rotate the model and compare its paint with the example above. In the Outliner, look for Handle and Spout. The handle contains seven named arc pieces; the spout contains three rising sections and a mouth. Selecting these parts shows how the asset is assembled.

For a first paint edit, select LidCrown, switch to Paint, and change a small area of the lid. Keep the atlas at 512 × 512 while working with its existing layout.

If you change geometry, watch the UV layout too. Hytale face UV sizes follow the face dimensions; the plugin’s Stretch controls let you adjust a cube’s size without changing its UV size. The official plugin usage notes explain these constraints.

Export the edited model and texture

  1. Use File → Export → Export Hytale Blockymodel to save the edited model under a new name, such as teapot-edited.blockymodel.
  2. In the Textures panel, right-click the texture and choose Save As. Save the edited PNG beside the model, for example as teapot-edited.png.
  3. Reopen the exported model and its PNG. Check that your paint change is present and that the handle, spout and lid are still where you intended.

Keep both exported files when you move or share your work. A model export and a saved texture are separate files.

If the import looks wrong

The shape opens, but the texture is missing.
Import texture.png into the open model’s Textures panel. Confirm that you downloaded the atlas from the same example as the model. A missing texture message does not require another Studio build.
The paint is on the wrong parts.
Reopen the untouched model with the original 512 × 512 PNG. Check that you did not pair it with another model’s atlas or resize the image. Compare this original pair before changing UVs or repainting.
The Outliner count differs from the source’s 149 nodes.
Blockbench elements and Hytale nodes are counted differently. A Hytale node can combine a group and its first cube. Click the element counter above the Outliner to see the Hytale node count; the plugin notes explain how groups and shapes are counted.

Use the edited source in your project

This walkthrough covers model and texture editing. Adding the asset to Hytale still requires the appropriate game definitions, bindings and an in-game test. The Hytale workflow guide explains that next step.

To start with your own object, open Studio, describe its shape and paint, and review the build quote before confirming.