Skills

Lod Pipeline

Dedicated LOD generation, naming, screen-size targets, and validation for game meshes...

Install

npx skills add arjun988/blender-skills --skill lod-pipeline -g -a claude-code -y
Category
AI and agents
Updated
4mo ago
License
MIT
Context cost
Lightabout 470 tokens
Runs scripts
No, instructions only

What it does

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

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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