--- 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 |