Every model loses detail as its polygon count drops. Low poly doesn’t hide that loss — it turns it into an aesthetic. Instead of smoothing the facets over so they look mushy (smooth shading), each triangle gets shaded flat (flat shading), and “being faceted” becomes a design choice in itself.
The style is practical too: fewer polygons means a lighter real-time render, and vertex colors or a handful of flat colors alone — no textures required — can still look finished, which is why it shows up so often in mobile games and early indie titles. At the same time, it reads like illustration: the world reinterpreted as simple geometry.
In Blender or C4D, this look gets faked with the Decimate modifier plus flat shading turned on, or built deliberately as faceted shapes from the start. Generating a large low-poly terrain usually pairs this with procedural generation — a plane whose height gets jittered by noise.
When to use
Reach for it when you need a light real-time render, or you deliberately want an illustrative, stylized look.