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lowpoly-style

lowpoly-style

github.com/arjun988Creative & media1.3k293 installsUpdated 16w ago
Repository

About lowpoly-style

lowpoly-style is a skill for creating low-poly game assets, aimed at artists and workflows that need readable forms and efficient geometry. It sets concrete polygon, texture, and material guidelines, with optional PS1-era techniques.

Key features

  1. 01Readable silhouettes and large forms
  2. 02Polygon budgets by asset type
  3. 03Flat shading and simple materials
  4. 04Texture and atlas size guidance
  5. 05Optional PS1-era visual techniques

Use cases

  1. 01Building retro-style game assets
  2. 02Reducing geometry for mobile or low-spec targets
  3. 03Designing horror scenes with fog and clear shapes

MCP support

Describes using MCP to create blockouts, assign flat materials, query face counts, and validate triangle budgets.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill lowpoly-style

After installing, type/lowpoly-stylein Claude Code to confirm it loaded.

Bundled filesreferences/ps1-aesthetic.md

Details

From the project README

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

Before approving any asset:

  1. Solid flat color material
  2. View at gameplay distance
  3. Silhouette must communicate identity
  4. If unreadable → simplify geometry, not add detail

Lethal Company Influence

  • Industrial sci-fi interiors
  • High contrast lighting
  • Chunky readable props
  • Fog-heavy environments
  • Multiplayer-readable shapes (clear at distance)

Mouthwashing Influence

  • Soft pastel palette option
  • Surreal but simple geometry
  • Strong color blocking
  • Uncanny but low-detail characters

MCP Integration

  1. Create low-poly blockouts via MCP
  2. Enforce face count limits via MCP queries
  3. Assign flat materials via MCP
  4. Validate triangle budgets continuously
  5. Skip subdiv/bevel modifiers entirely

Constraints

MUST DO
  • Enforce strict poly budgets
  • Prioritize silhouette over surface detail
  • Use vertex colors and atlases
  • Test at gameplay camera distance
  • Coordinate atmosphere with lighting skill
MUST NOT DO
  • Subdivision surfaces
  • High-resolution textures on background assets
  • Micro-bevels or weighted normal stacks
  • Sculpting detail (bake workflow unnecessary)
  • Exceed triangle budgets "just a little"

Reference Guide

TopicReferenceLoad When
PS1 techniquesreferences/ps1-aesthetic.mdRetro authentic look
Asset budgets../references/polycount-budgets.mdBudget setting

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