$npx -y skills add arjun988/blender-skills --skill lod-pipelineDedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.
| 1 | # LOD Pipeline |
| 2 | |
| 3 | Intentional LOD chains. Preserve silhouette. Validate reductions. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Game assets needing LOD0–N |
| 8 | - Batch LOD for modular kits |
| 9 | - Before Unity/Unreal/Godot export |
| 10 | |
| 11 | ## Workflow |
| 12 | |
| 13 | ``` |
| 14 | Approve LOD0 → Generate LOD1..N → Fix silhouette breaks |
| 15 | → Naming → Screen-size table → Export verify |
| 16 | ``` |
| 17 | |
| 18 | ## Typical Budgets (guide) |
| 19 | |
| 20 | | LOD | Tris vs LOD0 | Keep | |
| 21 | |-----|--------------|------| |
| 22 | | LOD0 | 100% | Full detail | |
| 23 | | LOD1 | 40–60% | Major forms | |
| 24 | | LOD2 | 15–30% | Silhouette | |
| 25 | | LOD3 | 5–10% | Blob / impostor candidate | |
| 26 | |
| 27 | Tune per asset importance and camera. |
| 28 | |
| 29 | ## Generation Methods |
| 30 | |
| 31 | 1. **Decimate (planar/collapse)** — fast props |
| 32 | 2. **Manual retopo low** — hero characters/vehicles |
| 33 | 3. **Delete interiors / small parts** — vehicles, buildings |
| 34 | 4. **Bake normals from LOD0 → low** — when detail must move to texture |
| 35 | |
| 36 | ## Naming |
| 37 | |
| 38 | ``` |
| 39 | SM_Asset_LOD0 |
| 40 | SM_Asset_LOD1 |
| 41 | SM_Asset_LOD2 |
| 42 | ``` |
| 43 | |
| 44 | Collection: `COL_LODs_[Asset]` |
| 45 | |
| 46 | ## Validation Checklist |
| 47 | |
| 48 | - [ ] Silhouette matches at intended distance |
| 49 | - [ ] No major holes / inverted normals |
| 50 | - [ ] UVs still valid (or rebaked) |
| 51 | - [ ] Materials slots consistent across LODs |
| 52 | - [ ] Vertex colors/UVs needed by shader preserved |
| 53 | - [ ] LOD transitions planned (screen size %) |
| 54 | |
| 55 | ## Screen Size Starters |
| 56 | |
| 57 | | LOD | Screen size (UE-like guide) | |
| 58 | |-----|-----------------------------| |
| 59 | | LOD0 | 1.0 – 0.5 | |
| 60 | | LOD1 | 0.5 – 0.25 | |
| 61 | | LOD2 | 0.25 – 0.1 | |
| 62 | | LOD3 | 0.1 – 0.0 | |
| 63 | |
| 64 | ## Constraints |
| 65 | |
| 66 | ### MUST DO |
| 67 | - Protect silhouette before poly reduction |
| 68 | - Keep LOD0 as source of truth |
| 69 | - Document budgets in production brief |
| 70 | |
| 71 | ### MUST NOT DO |
| 72 | - Blind decimate until unrecognizable |
| 73 | - Different material slot counts across LODs without reason |
| 74 | |
| 75 | ## Reference Guide |
| 76 | |
| 77 | | Topic | Reference | Load When | |
| 78 | |-------|-----------|----------| |
| 79 | | Lod Budgets | `references/lod-budgets.md` | When needed | |
| 80 | | Lod Validation | `references/lod-validation.md` | When needed | |