How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/arjun988/blender-skills --skill lod-pipelineBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
LOD Pipeline
Intentional LOD chains. Preserve silhouette. Validate reductions.
When to Use
- Game assets needing LOD0–N
- Batch LOD for modular kits
- Before Unity/Unreal/Godot export
Workflow
Approve LOD0 → Generate LOD1..N → Fix silhouette breaks
→ Naming → Screen-size table → Export verifyTypical Budgets (guide)
| LOD | Tris vs LOD0 | Keep |
|---|---|---|
| LOD0 | 100% | Full detail |
| LOD1 | 40–60% | Major forms |
| LOD2 | 15–30% | Silhouette |
| LOD3 | 5–10% | Blob / impostor candidate |
Tune per asset importance and camera.
Generation Methods
- Decimate (planar/collapse) — fast props
- Manual retopo low — hero characters/vehicles
- Delete interiors / small parts — vehicles, buildings
- Bake normals from LOD0 → low — when detail must move to texture
Naming
SM_Asset_LOD0
SM_Asset_LOD1
SM_Asset_LOD2Collection: COL_LODs_[Asset]
Validation Checklist
- [ ] Silhouette matches at intended distance
- [ ] No major holes / inverted normals
- [ ] UVs still valid (or rebaked)
- [ ] Materials slots consistent across LODs
- [ ] Vertex colors/UVs needed by shader preserved
- [ ] LOD transitions planned (screen size %)
Screen Size Starters
| LOD | Screen size (UE-like guide) |
|---|---|
| LOD0 | 1.0 – 0.5 |
| LOD1 | 0.5 – 0.25 |
| LOD2 | 0.25 – 0.1 |
| LOD3 | 0.1 – 0.0 |
Constraints
MUST DO
- Protect silhouette before poly reduction
- Keep LOD0 as source of truth
- Document budgets in production brief
MUST NOT DO
- Blind decimate until unrecognizable
- Different material slot counts across LODs without reason
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Lod Budgets | references/lod-budgets.md | When needed |
| Lod Validation | references/lod-validation.md | When needed |


