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name: voxel-styledescription: Voxel and Minecraft-adjacent art direction for Blender with block grid modeling, limited palettes, and chunk-friendly assets.license: MITmetadata: 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
- 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 → 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