voxel-style

$npx mdskill add arjun988/blender-skills/voxel-style

Creates voxel-style 3D assets with grid snapping and limited palettes.

  • Generates blocky, Minecraft-adjacent models for game assets.
  • Depends on Blender with grid snap and boolean modifiers.
  • Decides voxel size and palette based on chunk modularity.
  • Delivers merged cube meshes with flat-color materials.

SKILL.md

.github/skills/voxel-styleView on GitHub ↗
---
name: voxel-style
description: Voxel and Minecraft-adjacent art direction for Blender with block grid modeling, limited palettes, and chunk-friendly assets.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: voxel, Minecraft, blocky, cube world, pixel voxel, grid block, chunk
  related-skills: lowpoly-style, environment-artist, materials, geometry-nodes
---

# 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

1. **Grid snap** — Occupancy on explicit voxel size (e.g. 0.1 / 1.0m)
2. **No diagonal organic bevels** — Cubes and stepped forms
3. **Palette atlas** — Few colors; readable blocks
4. **Silhouette via steps** — Not smooth curves
5. **Chunk modularity** — Pieces fit tile sizes

## Workflow

```
Choose voxel size → Block occupancy → Merge cubes
  → Palette materials → Optional GN instance → Export
```

## Modeling 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-style` allows irregular low tris / PS1 vibes
- `voxel-style` enforces 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 |

More from arjun988/blender-skills

SkillDescription
analog-found-footage-horrorAnalog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
animationGame-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
anime-styleAnime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
apocalypse-worldsApocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
archvizArchitectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
asset-optimizationValidates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
biome-worldsBiome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.
blender-directorUse when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
blender-modelerCore Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
body-horror-styleBody horror art direction for Blender focusing on flesh wrongness, mutation, fusion, and visceral material storytelling.