Skip to content
Back to skills

Lowpoly Style

ASecurity

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.

  • 146 stars
  • 0 votes
  • 14 copies
  • 57 views
  • Added September 6, 2026
ai-agentsgogit

Works with

  • mcp

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned September 6, 2026

npx -y skills add arjun988/blender-skills --skill lowpoly-style --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Lowpoly Style?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Lowpoly Style
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/arjun988-lowpoly-style-blender-skills/badge)](https://www.skillsdirectory.com/skills/arjun988-lowpoly-style-blender-skills)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: lowpoly-style
description: 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.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: lowpoly, low poly, PS1, PS2, retro, Lethal Company, Mouthwashing, minimal polygon, flat shading
  related-skills: environment-artist, materials, export-pipeline, horror-style
---

# 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

| 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

## 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

| Topic | Reference | Load When |
|-------|-----------|-----------|
| PS1 techniques | `references/ps1-aesthetic.md` | Retro authentic look |
| Asset budgets | `../references/polycount-budgets.md` | Budget setting |

Files in this skill

  • SKILL.md3.7 KB
  • references/ps1-aesthetic.md1.2 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.