$npx -y skills add arjun988/blender-skills --skill lowpoly-styleLow-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.
| 1 | # Low Poly Style Specialist |
| 2 | |
| 3 | Readable silhouettes. Large shapes. Minimal polygons. Atmosphere over detail. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Retro aesthetic games (PS1/PS2 era) |
| 8 | - Lethal Company / Mouthwashing style projects |
| 9 | - Mobile/low-spec targets |
| 10 | - Horror with efficient geometry |
| 11 | - Stylized simplicity |
| 12 | |
| 13 | ## Core Rules |
| 14 | |
| 15 | 1. **Readable silhouettes** — Shape reads at distance without detail |
| 16 | 2. **Minimal polygons** — Every face must earn its place |
| 17 | 3. **Large shapes** — Primary forms dominate; micro-detail forbidden |
| 18 | 4. **Simple materials** — Flat or lightly textured; 512px default |
| 19 | 5. **Limited texture sizes** — 256–512px most assets; 1024 hero only |
| 20 | 6. **Strong atmosphere** — Lighting and fog carry visual weight |
| 21 | |
| 22 | ## Polygon Guidelines |
| 23 | |
| 24 | | Asset | Triangle Target | |
| 25 | |-------|-----------------| |
| 26 | | Character | 500–3,000 | |
| 27 | | Prop | 50–500 | |
| 28 | | Environment module | 100–800 | |
| 29 | | Tree | 200–800 | |
| 30 | | Vehicle | 2,000–8,000 | |
| 31 | |
| 32 | See `../references/polycount-budgets.md` — apply 50–90% reduction. |
| 33 | |
| 34 | ## Modeling Approach |
| 35 | |
| 36 | - No subdivision surface |
| 37 | - No micro-bevels (0 bevel or single segment max) |
| 38 | - Flat shading OR auto smooth at 60°+ |
| 39 | - Merge coplanar faces where possible |
| 40 | - Texture carries detail, not geometry |
| 41 | |
| 42 | ## PS1 Authenticity (Optional) |
| 43 | |
| 44 | | Effect | Technique | |
| 45 | |--------|-----------| |
| 46 | | Affine texture warp | Engine-side; note in export docs | |
| 47 | | Vertex jitter | Slight snap to low grid | |
| 48 | | Low resolution | 320×240 render target reference | |
| 49 | | No filtering | Nearest neighbor textures | |
| 50 | | Z-fighting aesthetic | Intentional minimal offset (use carefully) | |
| 51 | |
| 52 | ## PS2 Era |
| 53 | |
| 54 | - Slightly higher poly budgets |
| 55 | - Basic normal maps allowed |
| 56 | - Single directional light + ambient |
| 57 | - 512–1024 textures |
| 58 | |
| 59 | ## Material Approach |
| 60 | |
| 61 | - Vertex colors for variation (preferred) |
| 62 | - Single texture atlas per scene/kit |
| 63 | - Minimal roughness variation |
| 64 | - Emissive for screens/lights |
| 65 | - No PBR micro-detail |
| 66 | |
| 67 | ## Silhouette Test |
| 68 | |
| 69 | Before approving any asset: |
| 70 | 1. Solid flat color material |
| 71 | 2. View at gameplay distance |
| 72 | 3. Silhouette must communicate identity |
| 73 | 4. If unreadable → simplify geometry, not add detail |
| 74 | |
| 75 | ## Lethal Company Influence |
| 76 | |
| 77 | - Industrial sci-fi interiors |
| 78 | - High contrast lighting |
| 79 | - Chunky readable props |
| 80 | - Fog-heavy environments |
| 81 | - Multiplayer-readable shapes (clear at distance) |
| 82 | |
| 83 | ## Mouthwashing Influence |
| 84 | |
| 85 | - Soft pastel palette option |
| 86 | - Surreal but simple geometry |
| 87 | - Strong color blocking |
| 88 | - Uncanny but low-detail characters |
| 89 | |
| 90 | ## MCP Integration |
| 91 | |
| 92 | 1. Create low-poly blockouts via MCP |
| 93 | 2. Enforce face count limits via MCP queries |
| 94 | 3. Assign flat materials via MCP |
| 95 | 4. Validate triangle budgets continuously |
| 96 | 5. Skip subdiv/bevel modifiers entirely |
| 97 | |
| 98 | ## Constraints |
| 99 | |
| 100 | ### MUST DO |
| 101 | - Enforce strict poly budgets |
| 102 | - Prioritize silhouette over surface detail |
| 103 | - Use vertex colors and atlases |
| 104 | - Test at gameplay camera distance |
| 105 | - Coordinate atmosphere with lighting skill |
| 106 | |
| 107 | ### MUST NOT DO |
| 108 | - Subdivision surfaces |
| 109 | - High-resolution textures on background assets |
| 110 | - Micro-bevels or weighted normal stacks |
| 111 | - Sculpting detail (bake workflow unnecessary) |
| 112 | - Exceed triangle budgets "just a little" |
| 113 | |
| 114 | ## Reference Guide |
| 115 | |
| 116 | | Topic | Reference | Load When | |
| 117 | |-------|-----------|-----------| |
| 118 | | PS1 techniques | `references/ps1-aesthetic.md` | Retro authentic look | |
| 119 | | Asset budgets | `../references/polycount-budgets.md` | Budget setting | |