Texturing Guidelines
Last updated
Last updated
Hytopia has chosen a cube texture resolution referred to as 24x
, meaning a cube’s face has a pixel resolution of 24x24
. This resolution differs from similar style games, such as Minecraft, which has a 16x16
default (16x
), or 32x32 (32x
) for enhanced/modded textures.
We decided that 24x
(24x24 pixels) was the right balance between pixelation and detail, with 16x
being too restrictive, and above 32x
starting to look like a bad N64 game reskin.
However, entities and items are intended to be half of the block resolution, putting entities at 12x
or 12x12
pixels per face. This half-resolution is a stylistic choice that helps differentiate players, npcs, items, and game objects from the environment.
The color palette consists of all colors used for a particular texture. Each color comes with a set of shades, which make up a "color ramp" or "gradient".
Pixel art is often characterized by a limited color palette. The leap between different colors and shades (contrast
) is what gives pixel art is effective style. The viewer’s brain fills in the gaps between shades, automatically understanding the object without needing to add extra steps.
In HYTOPIA’s particular style, each color should target a total of 3 shades: highlight
, midtone
, and shadow
to create the best effect.
HYTOPIA aims to have fun and vibrant color tone. We encourage heavy saturation to keep our world playful and fun. When choosing a color pallet, consider increasing saturation as objects become more shadowed or dark, and hue shifting them as they become lighter. This will give the colors a vibrant and playful feel.
Contrast
is the perceived difference between any two colors. A ramp whose shades are not contrasted enough, i.e. there isn’t a big enough step (contrast between two neighboring shades), will not properly define the properties of the material. If shades in a ramp are too contrasted, the texture will end up looking intense and metallic. It is also important to monitor the consistency of the step between shades within a ramp.
You can visualize our bowls of soup below as being made out of three different materials:
Our first bowl is made out of clay with no clear coat, a matte finish.
Our second bowl is ceramic with a light gloss.
Our third bowl has so much contrast, it appears to be made out of brass.
: For some materials, such as shiny objects, an extra shadow and highlight tone can be added to give a “shiny” effect. Very large objects will also need more steps in order to maintain a proper level of detail. Ultimately the right number of colors in the pallet is up to the creator.