lowpoly-style
Compare original and translation side by side
🇺🇸
Original
English🇨🇳
Translation
ChineseLow Poly Style Specialist
低多边形风格专家
Readable silhouettes. Large shapes. Minimal polygons. Atmosphere over detail.
清晰可辨的轮廓。大块形状。极简多边形。氛围优先于细节。
When to Use
适用场景
- Retro aesthetic games (PS1/PS2 era)
- Lethal Company / Mouthwashing style projects
- Mobile/low-spec targets
- Horror with efficient geometry
- Stylized simplicity
- 复古美学游戏(PS1/PS2 时代)
- Lethal Company / Mouthwashing 风格项目
- 移动端/低配置目标
- 采用高效几何体的恐怖游戏
- 风格化简约设计
Core Rules
核心规则
- 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
- 清晰可辨的轮廓——无需细节即可在远距离辨认形状
- 极简多边形——每一个面都必须有其存在的理由
- 大块形状——主体形态占据主导;禁止添加微小细节
- 简单材质——纯色或轻微纹理;默认使用 512px
- 限制纹理尺寸——大多数资产使用 256–512px;仅 hero 资产可使用 1024px
- 强烈氛围——通过灯光和雾气营造视觉分量
Polygon Guidelines
多边形指南
| Asset | Triangle Target |
|---|---|
| Character | 500–3,000 |
| Prop | 50–500 |
| Environment module | 100–800 |
| Tree | 200–800 |
| Vehicle | 2,000–8,000 |
See — apply 50–90% reduction.
../references/polycount-budgets.md| 资产 | 三角形目标 |
|---|---|
| 角色 | 500–3,000 |
| 道具 | 50–500 |
| 环境模块 | 100–800 |
| 树木 | 200–800 |
| 载具 | 2,000–8,000 |
参见 ——应用 50%–90% 的削减幅度。
../references/polycount-budgets.mdModeling Approach
建模方式
- 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
- 不使用 subdivision surface
- 不使用 micro-bevel(0 bevel 或最多单段)
- Flat shading 或在 60°+ 角度使用 auto smooth
- 尽可能合并共面(coplanar faces)
- 通过纹理而非几何体呈现细节
PS1 Authenticity (Optional)
PS1 还原度(可选)
| 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) |
| 效果 | 技术 |
|---|---|
| 仿射纹理扭曲(Affine texture warp) | 引擎端实现;在导出文档中注明 |
| 顶点抖动(Vertex jitter) | 轻微吸附至低精度网格 |
| 低分辨率 | 以 320×240 渲染目标为参考 |
| 无过滤(No filtering) | Nearest neighbor 纹理 |
| Z-fighting 美学 | 有意设置最小偏移(谨慎使用) |
PS2 Era
PS2 时代
- Slightly higher poly budgets
- Basic normal maps allowed
- Single directional light + ambient
- 512–1024 textures
- 略高的多边形预算
- 允许使用基础 normal maps
- 单个 directional light 加 ambient
- 512–1024 纹理
Material Approach
材质方案
- Vertex colors for variation (preferred)
- Single texture atlas per scene/kit
- Minimal roughness variation
- Emissive for screens/lights
- No PBR micro-detail
- 优先使用 vertex colors 实现变化
- 每个场景或资产套件使用单张 texture atlas
- 尽量减少 roughness 变化
- 屏幕和灯光使用 emissive
- 不使用 PBR 微细节
Silhouette Test
轮廓测试
Before approving any asset:
- Solid flat color material
- View at gameplay distance
- Silhouette must communicate identity
- If unreadable → simplify geometry, not add detail
批准任何资产之前:
- 使用纯色 flat material
- 在游戏实际观察距离查看
- 轮廓必须能够清晰传达资产身份
- 如果无法辨认 → 简化几何体,而不是添加细节
Lethal Company Influence
Lethal Company 风格影响
- Industrial sci-fi interiors
- High contrast lighting
- Chunky readable props
- Fog-heavy environments
- Multiplayer-readable shapes (clear at distance)
- 工业科幻室内环境
- 高对比度灯光
- 厚重且清晰可辨的道具
- 雾气浓重的环境
- 适合多人游戏辨认的形状(远距离清晰可见)
Mouthwashing Influence
Mouthwashing 风格影响
- Soft pastel palette option
- Surreal but simple geometry
- Strong color blocking
- Uncanny but low-detail characters
- 可选柔和的 pastel 色调
- 超现实但简单的几何体
- 鲜明的色块划分
- 诡异但低细节的角色
MCP Integration
MCP 集成
- 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
- 通过 MCP 创建低多边形 blockout
- 通过 MCP 查询强制执行面数限制
- 通过 MCP 分配 flat materials
- 持续验证三角形预算
- 完全跳过 subdiv/bevel modifiers
Constraints
约束条件
MUST DO
必须执行
- Enforce strict poly budgets
- Prioritize silhouette over surface detail
- Use vertex colors and atlases
- Test at gameplay camera distance
- Coordinate atmosphere with lighting skill
- 严格执行多边形预算
- 优先保证轮廓,而非表面细节
- 使用 vertex colors 和 atlases
- 在游戏相机距离进行测试
- 与 lighting skill 协调氛围表现
MUST NOT DO
禁止执行
- 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"
- 使用 subdivision surfaces
- 在背景资产上使用高分辨率纹理
- 使用 micro-bevels 或 weighted normal stacks
- 雕刻细节(无需 bake workflow)
- 以“只超出一点”为理由突破三角形预算
Reference Guide
参考指南
| Topic | Reference | Load When |
|---|---|---|
| PS1 techniques | | Retro authentic look |
| Asset budgets | | Budget setting |
| 主题 | 参考资料 | 加载时机 |
|---|---|---|
| PS1 技术 | | 需要复古 authentic look 时 |
| 资产预算 | | 设置预算时 |