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lowpoly-style

面向 Blender 的低多边形美术风格指导,灵感来自 PS1/PS2 时代及部分恐怖题材游戏。给出可读剪影、严格面数预算、简化材质与贴图尺寸、平面着色等规则,并提供 PS1/PS2 技法、材质方案、剪影测试流程与禁止事项,另提及通过 MCP 进行白模搭建与面数校验。

arjun988
热度 0.00
最近更新 2026-10-18 16:23:59
分类:创作依赖:MCP 服务应用场景:品牌素材

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/lowpoly-style
Metadata
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