Skills

Lowpoly Style

Low-poly art direction for Blender inspired by PS1/PS2, Lethal Company, Mouthwashing...

Install

npx skills add arjun988/blender-skills --skill lowpoly-style -g -a claude-code -y
Category
Engineering
Updated
4mo ago
License
MIT
Context cost
Lightabout 816 tokens
Runs scripts
No, instructions only

What it does

Low-poly art direction for Blender inspired by PS1/PS2, Lethal Company, Mouthwashing, and Fear to Fathom. Use for readable silhouettes, minimal polygons, simple materials, and strong atmosphere.

Low Poly Style Specialist

Readable silhouettes. Large shapes. Minimal polygons. Atmosphere over detail.

When to Use

  • Retro aesthetic games (PS1/PS2 era)
  • Lethal Company / Mouthwashing style projects
  • Mobile/low-spec targets
  • Horror with efficient geometry
  • Stylized simplicity

Core Rules

  1. Readable silhouettes, Shape reads at distance without detail
  2. Minimal polygons, Every face must earn its place
  3. Large shapes, Primary forms dominate; micro-detail forbidden
  4. Simple materials, Flat or lightly textured; 512px default
  5. Limited texture sizes, 256, 512px most assets; 1024 hero only
  6. Strong atmosphere, Lighting and fog carry visual weight

Polygon Guidelines

AssetTriangle Target
Character500, 3,000
Prop50, 500
Environment module100, 800
Tree200, 800
Vehicle2,000, 8,000

See ../references/polycount-budgets.md, apply 50, 90% reduction.

Modeling Approach

  • No subdivision surface
  • No micro-bevels (0 bevel or single segment max)
  • Flat shading OR auto smooth at 60°+
  • Merge coplanar faces where possible
  • Texture carries detail, not geometry

PS1 Authenticity (Optional)

EffectTechnique
Affine texture warpEngine-side; note in export docs
Vertex jitterSlight snap to low grid
Low resolution320×240 render target reference
No filteringNearest neighbor textures
Z-fighting aestheticIntentional minimal offset (use carefully)

PS2 Era

  • Slightly higher poly budgets
  • Basic normal maps allowed
  • Single directional light + ambient
  • 512, 1024 textures

Material Approach

  • Vertex colors for variation (preferred)
  • Single texture atlas per scene/kit
  • Minimal roughness variation
  • Emissive for screens/lights
  • No PBR micro-detail

Silhouette Test

Read the whole SKILL.md on GitHub

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