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.
Scanned 9/6/2026
Install to Claude Code
npx -y skills add arjun988/blender-skills --skill lowpoly-style --agent claude-codeInstalls into .claude/skills of the current project.
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---
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 |
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