# Lod Pipeline

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

- Repository: https://github.com/arjun988/blender-skills (1650 stars)
- Category: AI and agents
- License: MIT
- Last updated: 2026-07-10
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add arjun988/blender-skills --skill lod-pipeline -g -a claude-code -y`
Codex: `npx skills add arjun988/blender-skills --skill lod-pipeline -g -a codex -y`
Cursor: `npx skills add arjun988/blender-skills --skill lod-pipeline -g -a cursor -y`
Gemini CLI: `npx skills add arjun988/blender-skills --skill lod-pipeline -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add arjun988/blender-skills`

## Description

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

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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)

| 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

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

| 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 |

