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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.

中文简介正在准备中。当前显示原文说明。

集成工具Blender
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包含的文件(2)

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

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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

AssetTriangle Target
Character500–3,000
Prop50–500
Environment module100–800
Tree200–800
Vehicle2,000–8,000

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)

EffectTechnique
Affine texture warpEngine-side; note in export docs
Vertex jitterSlight snap to low grid
Low resolution320×240 render target reference
No filteringNearest neighbor textures
Z-fighting aestheticIntentional 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

TopicReferenceLoad When
PS1 techniquesreferences/ps1-aesthetic.mdRetro authentic look
Asset budgets../references/polycount-budgets.mdBudget setting

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