사용 방법
- 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
- 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
- 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/arjun988/blender-skills --skill lowpoly-style시작 전 확인
- 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
- 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.
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
- Readable silhouettes — Shape reads at distance without detail
- Minimal polygons — Every face must earn its place
- Large shapes — Primary forms dominate; micro-detail forbidden
- Simple materials — Flat or lightly textured; 512px default
- Limited texture sizes — 256–512px most assets; 1024 hero only
- 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:
- Solid flat color material
- View at gameplay distance
- Silhouette must communicate identity
- 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
- Create low-poly blockouts via MCP
- Enforce face count limits via MCP queries
- Assign flat materials via MCP
- Validate triangle budgets continuously
- 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 |


