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How to make low poly models for games
Model by hand in Blender, decimate a detailed mesh, or generate and retopologise with AI. Three ways to make low poly game models.
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Quick answer
How do you make low poly models for games?
Either model them directly in Blender from primitives, keeping only the edges that shape the silhouette; reduce a detailed model with decimation or retopology; or generate a model with AI and reduce it to your budget. In every case, set flat or smooth shading deliberately, use a simple texture or palette, and check the triangle count.
Three routes
- Model it low from the start. Best for simple, geometric shapes and for learning.
- Reduce something detailed. Best when you already have a high-detail model or scan.
- Generate, then reduce. Best for complex shapes you don't want to build by hand.
Route 1: Model low poly by hand in Blender
- Start with a low-segment primitive. Add a cylinder and set Vertices to 6 or 8 in the Adjust Last Operation panel. Add an ico sphere at subdivision 1 or 2. Low segment counts are the low poly look.
- Block the shape. In Edit Mode (Tab), select faces and extrude (E), scale (S) and move (G). Add loop cuts (Ctrl+R) only where the silhouette needs a bend.
- Spend edges on the outline. Look at the model from the camera's usual angle. If an edge doesn't change the silhouette or a lighting break, remove it (select, X › Dissolve Edges).
- Flat shade it. Object Mode › right-click › Shade Flat.
- Colour it. Assign materials per face, or UV to a palette texture. See texturing low poly with a palette.
- Check the count with the Statistics overlay.
This route teaches the most and gives the cleanest result. It's also slow for complex objects like animals or characters.
Route 2: Reduce a detailed model
If you have a detailed model:
- Decimate modifier, Collapse mode: set a Ratio (0.1 keeps about 10% of faces). Quick, but creates messy triangles.
- Decimate, Planar mode: dissolves faces on nearly flat areas. Good for hard-surface and faceted styles.
- Retopology: build a new low mesh over the detailed one, by hand or with add-ons. Cleanest topology, most effort.
Decimate vs retopology explains when each fits.
Route 3: Generate, then reduce
For complex shapes, generation saves the most time:
- Style the input as low poly. Draw with straight lines and flat planes, and describe it: "low poly, faceted, flat-shaded".
- Generate. Vi3W retopologises every model automatically, so you start from a lighter mesh than a raw generation.
- Check the triangle count against your budget.
- Reduce further in Blender if needed (Route 2).
- Re-texture and flat shade for a consistent style.
The catch with AI and low poly is that many models look low poly but are dense underneath. AI low poly 3D models covers how to avoid it.
Making low poly look good
- Silhouette first. It's what the player reads.
- Limited palette. Five to fifteen colours for a whole scene.
- Consistent facet size across assets, so nothing looks more or less detailed than its neighbours.
- Lighting does the rest. A directional light at an angle shows off facets; ambient occlusion grounds objects.
Getting them into the engine
- Apply transforms (Ctrl+A › All Transforms).
- Export FBX for Unity and Unreal, GLB for Godot.
- Make sure the engine doesn't smooth your normals. In Unity's model import settings, set Normals to Calculate with a smoothing angle of 0 if needed.
Which route for which asset?
- Rocks, crates, simple buildings: Route 1.
- Something you've already sculpted or scanned: Route 2.
- Animals, characters, vehicles, ornate props: Route 3.
Got a complex low poly asset on your list? Generate it in Vi3W, then cut it to your budget.
Frequently asked questions
how to make low poly models in blender
Start from a primitive (cube, cylinder, ico sphere) with few segments, shape it in Edit Mode with extrude, loop cuts and scaling, and stop adding edges once the silhouette reads. Use Shade Flat for the faceted look, and colour it with a small palette texture.
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