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/lowpoly-style

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.

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blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill lowpoly-style --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/lowpoly-style

Context preview

The summary Claude sees to decide when to auto-load this skill.

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.

SKILL.md

lowpoly-style.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 |

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Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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Repo: arjun988/blender-skills

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