How do you model a low-poly animal in Blender 3D?

Tutorial / 01 April 2026


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.