Dedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.
Scanned 9/6/2026
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---
name: lod-pipeline
description: Dedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.
license: MIT
metadata:
author: https://github.com/arjun988
version: "1.0.0"
domain: blender
role: specialist
triggers: LOD, LODs, level of detail, decimate, LOD0, LOD1, impostor, screen size
related-skills: asset-optimization, export-pipeline, unity-export, unreal-export, collision-proxy
---
# 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 |
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