Low poly modeling is a popular style in 3D art that uses a small number of polygons to create simple, stylized shapes.
In this tutorial, you will learn how to model a simple low poly animal in Blender. The process will cover setting up the workspace, blocking out the basic shape, refining the form, and adding simple details. Even if you are new to Blender, these steps will help you understand fundamental modeling techniques such as extrusion, scaling, and vertex editing.
Step 1: Set Up the Scene
Make sure you have reference images – front and side views are best, but the side view is the most important
Open Blender and create a new project
Press SHIFT + A and use Image > Reference to bring in your front view
Repeat this process for the side view reference
Rename your references and cube in the outliner
Select both images and move them into position using G + Z to move them along the Z-Axis
Select the front view reference and in side view (Numpad 3), use G + Y to move it back along the Y-Axis
Select the side view reference and in top view (Numpad 7), use R + Z + 90 to rotate it around the Z-Axis by 90-degrees
Use G + X to move the side view reference into position
Right-click on the cube and select Set Origin > Origin to 3D Geometry – this will help when we add the mirror modifier
Select the cube and press Tab to enter Edit Mode
Step 2: Shape the Body
Use ALT + Z to enter x-ray mode
Use CTRL + R and left-click twice to add a vertical loop cut in the center of the cube
In vertex select mode (Number 1), select the left-side of the cube and use the X-key to delete the vertices
Use the A-key and select the cube and add a mirror modifier – make sure to turn on clipping so the cube won’t have a hole in the center
Select the cube and move it up along the Z-Axis until it is roughly at the top of the neck
Select the bottom vertices and use G + Z to move the vertices to the bottom of the neck
Use S + X to scale the cube along the X-Axis to roughly match the reference
In side view, move the vertices to match the neck area of the reference
Extrude, move, and scale the body down to the top of the legs
Add edge loops as needed
Continue to extrude, move, and scale the vertices along the body – making sure to have edge loops between the torso and back leg
Step 3: Create the Head
In face select mode (Number 3), select the top face of the cube
In side view and vertex select mode, extrude the top face along the Z-Axis to the top of the head
Add edge loops and extrusions, along with scaling to form the head according to the reference
Continue manipulating the vertices in front view to create a model close to the reference
Step 4: Add the Legs
In front view, use CTRL + R to add a vertical edge loop and slide it to the edge of the inner-front leg – this will prevent the legs from being connected on each side
Use S + X + Zero to straighten the edge loop
In face select mode, select the face(s) that will make up the front leg
In side view and vertex select mode, extrude, scale, and move the vertices to form the front legs
Make sure to have an edge loop around the knee and ankle areas
When you get to the bottom of the foot, use S + Z + zero to make sure the faces are flat on the floor
Continue manipulating the vertices in front view to create a model close to the reference
Repeat this process for the back legs – when in front view, select the front leg vertices and use the H-key to hide them
When you are done with the back legs, use ALT + H to unhide the front legs
Step 5: Create the Tail
In edge select mode (Number 2), select the loop cut that is closest to the center edge loop
Use GG + X to slide it along the X-Axis to make a larger face for the tail
Select the back face(s) of the body that will be used to make the tail
Extrude, rotate, and scale the faces to form the tail
Step 6: Add Ears
In face select mode, select the top face of the head where the ears will attach
Use the I-key to inset the face
In side view, extrude, rotate, and scale the faces to form the ears
Select the front faces and use the I-key to inset them
Use the G + Y keys to move the faces back along the Y-Axis
Step 7: Clean-up
In edge select mode, you can select various edges and use GG + Axis to round-out certain areas of the model
Step 8: Apply Simple Colors
Split the viewport window and open the UV editor and the shader editor
Use the Z-key to make sure you are in material preview mode
I will be using the Imphenzia PixPal Palette – link it is the description
Drag-and-drop the palette into the shader editor and connect it to the principled shader
Change the roughness value to 1
In side view, select the mesh and tab into edit mode
Select everything and use the U-key to bring up the UV Mapping menu and use Project From View
Use the S-key to scale down the UVs and use the G-key to move them to a color on the palette
To use multiple colors, select the faces you want a different color and move them on the palette
Conclusion
Creating a low poly animal in Blender is an excellent way to practice the core principles of 3D modeling. By starting with simple shapes and gradually modifying them through extrusion, scaling, and vertex adjustments, you can quickly build recognizable forms without complex geometry. This technique is widely used in games, stylized animations, and beginner 3D projects.
Once you are comfortable with the basics, try experimenting with different animals, proportions, and color palettes. With practice, you will develop the ability to design appealing low poly characters while keeping your models clean, efficient, and visually striking.