arjun988/blender-skills

lod-pipeline

Dedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.

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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 verify

Typical Budgets (guide)

LODTris vs LOD0Keep
LOD0100%Full detail
LOD140–60%Major forms
LOD215–30%Silhouette
LOD35–10%Blob / impostor candidate

Tune per asset importance and camera.

Generation Methods

  1. Decimate (planar/collapse) — fast props
  2. Manual retopo low — hero characters/vehicles
  3. Delete interiors / small parts — vehicles, buildings
  4. Bake normals from LOD0 → low — when detail must move to texture

Naming

SM_Asset_LOD0
SM_Asset_LOD1
SM_Asset_LOD2

Collection: 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

LODScreen size (UE-like guide)
LOD01.0 – 0.5
LOD10.5 – 0.25
LOD20.25 – 0.1
LOD30.1 – 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

TopicReferenceLoad When
Lod Budgetsreferences/lod-budgets.mdWhen needed
Lod Validationreferences/lod-validation.mdWhen needed
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