見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。
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 |

