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Akochan

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A member registered Apr 03, 2026 · View creator page →

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You're right to call this out, and I'm sorry. "Hand-authored" was the wrong word - these aren't hand-modeled - so I've removed that wording from the listing. To answer your question honestly: the process is procedural - each model is built by a Blender Python script that constructs the geometry from primitives (boxes, cylinders, etc.) at set coordinates, not a generative tool. But you're also right about quality - some of these don't hold up and I missed them in QC. I'm going back through the pack to fix or pull the ones that don't make sense. Thanks for keeping me honest.

Hi again Vịt! Quick update — I've now added an official smooth-shaded version to the pack, right alongside the faceted one (in the /Smooth folder, FBX + GLB, ready to use), so no manual normal-clearing needed anymore. All my other low-poly packs got the same update too. Thanks again for the nudge — enjoy! 🙂

Hi Vịt, thanks for checking out the pack! 🙂

Yes, you can switch them to smooth shading on your end. The faceted low-poly look is baked in as custom split normals, so a plain "Shade Smooth" won't change it by itself. Here's what actually works:

Blender: select the mesh, then Object Data Properties (green triangle) > Geometry Data > "Clear Custom Split Normals Data". It goes smooth right away (the faces are already set to smooth underneath).

Unity: select the imported model > Model tab > set Normals = Calculate, Smoothing Angle around 60, then Apply.

Unreal: on import set Normal Import Method = Compute Normals.

Heads-up that they're designed faceted, so smoothing rounds the silhouette and some animals read softer than others, but it works fine. If a few people want it I might add an official smooth-shaded version too. Let me know if you hit any snags!