analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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.
$ npx -y skills add arjun988/blender-skills --skill lowpoly-style --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/lowpoly-styleContext 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.
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
Readable silhouettes. Large shapes. Minimal polygons. Atmosphere over detail.
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
| 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.
| 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) |
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
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
| Topic | Reference | Load When | |-------|-----------|-----------| | PS1 techniques | `references/ps1-aesthetic.md` | Retro authentic look | | Asset budgets | `../references/polycount-budgets.md` | Budget setting |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows…
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before…