Style combination · Contrasts
Cel-Shaded Game Graphics × Low Poly Illustration
Both stylise real-time 3D, but low poly shows faceted polygons with no outlines; contrast inked silhouettes with bare facets.
Mix them and make something Cel-Shaded Game Graphics Low Poly Illustration
01
What each style brings
Each part of the design comes from the style with the stronger say in it, and each style gives at least two.
Cel-Shaded Game Graphics (Toon-Shaded Real-Time 3D) Low Poly Illustration
- Type from Cel-Shaded Game Graphics
- Colour from Low Poly Illustration
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Cel-Shaded Game Graphics avoids gradients: this is where the two pull against each other, which is the point of the contrast.
- Form from Low Poly Illustration
- Composition from Cel-Shaded Game Graphics
- Surface from Cel-Shaded Game Graphics
02
The type
Open fonts standing in for each style’s own type, which is often hand-drawn or commercial.
Display · Cel-Shaded Game Graphics
Hello
Sedgwick Ave Display, standing in for Graffiti handstyles and hand-drawn logo lettering (Jet Set Radio's logo by the graffiti artist Eric Haze, with tags sprayed across the 3D city)
Text · Low Poly Illustration
A digital illustration and game look in which subjects are built from a visible mesh of a few flat-shaded polygons, so that animals, faces, vehicles and landscapes read as hard-edged facets with no outline or texture. Around 2012 the polygon budgets of early real-time 3D became a chosen style, in Timothy J. Reynolds's Cinema 4D illustrations and then in indie games such as MirrorMoon EP (2013). Triangulation tools such as Trianglify then carried it into 2D vector art, posters and web backgrounds.
Jost; Low Poly Illustration used Faceted display faces that replace every curve with straight segments, such as Ray Larabie's Alphii (Typodermic, 2006), which in the foundry's words 'does not imitate a mesh or toolpath; it shares their economy' and A clean geometric sans set flat beside the faceted picture, so the letters stay legible while the mesh carries the image
03
The colours
The ground and leading colours come from Low Poly Illustration, with a counter-accent from Cel-Shaded Game Graphics. The ink reads on the ground at 4.5:1 or more.
Cel-Shaded Game Graphics (Toon-Shaded Real-Time 3D) Low Poly Illustration
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#f1e8d0ground · 36% -
#163a4fink · 14% -
#e8704faccent · 18% -
#e8402aaccent · 14% -
#3fa58aaccent · 10% -
#1e88d8accent · 8%
As CSS
:root {
--ground: #f1e8d0;
--ink: #163a4f;
--accent-1: #e8704f;
--accent-2: #e8402a;
--accent-3: #3fa58a;
--accent-4: #1e88d8;
--font-display: "Sedgwick Ave Display", cursive;
--font-text: "Jost", sans-serif;
}
Use it with care
Cel-Shaded Game Graphics (Toon-Shaded Real-Time 3D): The characters, worlds and logos of these games (Link and The Wind Waker, Okami's Amaterasu, Borderlands, Guilty Gear, Eric Haze's Jet Set Radio logo) are owned by their publishers and artists, and Okami's gods and brush art draw on Shinto myth and Japanese ink painting: draw original characters, logos and tags in the shared idiom, never ask an image model for a named game, character or artist, and never present a generated picture as studio key art.
04
The two styles
05
More combinations
With Cel-Shaded Game Graphics
- Ukiyo-e Woodblock Prints Pairs well · Borrow woodblock outline, flat colour and paper tone to push the bands towards the painted register of Okami.
- American Four-Colour Comic Book (Golden to Bronze Age) Pairs well · Add panel insets, sound-effect lettering and halftone to make the 3D frame read as a comic page.
- Claymorphism & Soft 3D Contrasts · Soft gradients and blurred shadows on inflated forms against hard-edged light bands and ink lines.
- Graffiti & Hip-Hop Graphics Pairs well · Spray tags and wildstyle pieces onto toon-shaded walls for the street register that Jet Set Radio set.
With Low Poly Illustration
- Claymorphism & Soft 3D Contrasts · Both float one rendered object on a pale ground, but clay is inflated, rounded and softly shaded while low poly is cut into hard facets with stepped tones; choose clay for warmth and touch, low poly for crispness and a constructed, mineral feel.
- Bitmap & Pixel Graphics Pairs well · Both turn the limits of early game hardware into a chosen look, square pixels in 2D and few polygons in 3D (Wikipedia's 'Low poly' calls it the 3D analogue of pixel art, without a source). Pair a faceted scene with pixel type and icons for a retro-game interface, or set the square step against the triangle to show the two eras side by side.
- Art Nouveau Contrasts · Whiplash curves cannot survive a polygon budget; stage one sinuous line against a faceted field for deliberate tension, or use Art Nouveau to see everything low poly gives up.
- Cubist Pictorial Space Contrasts · Cubism breaks an object into planes seen from several viewpoints at once and flattens the space; low poly facets it from one consistent viewpoint and keeps the perspective. Borrow Cubist overlap only when ambiguity, not legibility, is the point.
- Flat Design Pairs well · Flat design's solid fields, sans type and calm grids make a quiet frame for one faceted hero illustration or a triangle-mesh header; keep the interface flat so the facets are the only place where depth appears.
- Generative & Dynamic Identities Pairs well · Generate the triangle mesh from seeded points and a colour ramp, as Trianglify does, to give an identity a family of backgrounds that vary per page or per user but always read as one system.
- PS1 / Lo-Fi 3D Revival (PSX Aesthetic) Contrasts · Both count polygons, but low poly shows clean, untextured flat-shaded facets on bright grounds with a calm tone, while the PSX look wraps its meshes in tiny warping textures, fog and grain to make dread. Keep the facets clean for decoration and dirty them for horror.
- Isometric Tech Illustration Contrasts · Faceted meshes with perspective against parallel-projected boxes in three flat tones.