06-reference

grant abbitt ps1 low poly character

Tue Apr 28 2026 20:00:00 GMT-0400 (Eastern Daylight Time) ·tutorial
blendercharacter-modelinglow-polyps1-stylemirror-modifierreference-imagebeginner

Grant Abbitt — Blender Low Poly Character: PS1 Style Modeling for Beginners

TL;DR

Grant Abbitt walks through building a PS1-era stylized character (head, torso, trunk, arms, hands, legs, feet) using separate overlapping pieces rather than a single welded mesh. This was the actual technique that defined PS1 character models and is the right blockout pattern for stylized chibi mascots: each body part is its own primitive (mostly cubes), each gets its own mirror modifier on the mid-axis, and pieces overlap at joints so they don’t separate during rigging. Heavy use of reference images set up via background opacity + X-ray mode.

Bias / sponsor flags

Mapping against Ray Data Co — what I learned that helps me model Ray in Blender

The overlapping-pieces blockout pattern (the load-bearing insight):

Reference image setup workflow:

Mirror modifier symmetry workflow (re-usable for any symmetric character):

  1. Add primitive (cube), Tab into Edit mode
  2. Ctrl+R loop cut down the middle, double-click to commit
  3. Face select (3), select half, X → Faces to delete
  4. Add Mirror modifier in Object → Modifier properties
  5. Enable “On Cage” (see mirror result while in edit mode) and “Clipping” (vertices snap to mid-line and stay attached — critical, easy to forget)
  6. If you forgot clipping and verts drift apart: select middle verts, S X 0 to flatten on X-axis, then G X to re-snap

Key edit-mode techniques:

Practical shape recipe for a chibi-style character (translates to Ray):

MCP-relevant Blender Python patterns:

Cross-references