
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- Repository
- arjun988/blender-skills1.6k
- 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
- Readable silhouettes, Shape reads at distance without detail
- Minimal polygons, Every face must earn its place
- Large shapes, Primary forms dominate; micro-detail forbidden
- Simple materials, Flat or lightly textured; 512px default
- Limited texture sizes, 256, 512px most assets; 1024 hero only
- Strong atmosphere, Lighting and fog carry visual weight
Polygon Guidelines
| Asset | Triangle Target |
|---|---|
| Character | 500, 3,000 |
| Prop | 50, 500 |
| Environment module | 100, 800 |
| Tree | 200, 800 |
| Vehicle | 2,000, 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)
| Effect | Technique |
|---|---|
| Affine texture warp | Engine-side; note in export docs |
| Vertex jitter | Slight snap to low grid |
| Low resolution | 320×240 render target reference |
| No filtering | Nearest neighbor textures |
| Z-fighting aesthetic | Intentional 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
