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Voxel Style
Block grid language. Limited palette. Chunk-friendly forms.
When to Use
- Minecraft-adjacent / voxel game assets
- Blockout aesthetic as final style
- Grid-snapped props and characters
Core Tenets
- Grid snap — Occupancy on explicit voxel size (e.g. 0.1 / 1.0m)
- No diagonal organic bevels — Cubes and stepped forms
- Palette atlas — Few colors; readable blocks
- Silhouette via steps — Not smooth curves
- Chunk modularity — Pieces fit tile sizes
Workflow
Choose voxel size → Block occupancy → Merge cubes
→ Palette materials → Optional GN instance → ExportModeling Tips
- Start from cubes; boolean union / merge by distance
- Characters: stepped limbs, clear head block
- Avoid subdivision surface (breaks voxel language)
- Remesh to blocks only if converting from smooth
Materials
- Flat colors or nearest-neighbor textures
- Atlas preferred
- Emission for glow blocks sparingly
Vs lowpoly-style
lowpoly-styleallows irregular low tris / PS1 vibesvoxel-styleenforces grid occupancy aesthetic
Constraints
MUST DO
- Declare voxel size in brief
- Snap consistently
- Keep palette small
MUST NOT DO
- Smooth shading that hides block edges (unless intentional glass)
- Organic sculpt detail
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Voxel Grid | references/voxel-grid.md | When needed |
| Voxel Characters | references/voxel-characters.md | When needed |

