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lod-pipeline

lod-pipeline

github.com/arjun988Creative & media1.3k293 installsUpdated 16w ago
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About lod-pipeline

lod-pipeline is a skill for building and validating LOD chains for game assets. It prioritizes silhouette preservation and checks model consistency before export.

Key features

  1. 01Plan LOD0–N detail levels
  2. 02Choose generation methods by asset
  3. 03Preserve silhouettes and inspect mesh issues
  4. 04Set naming and screen-size guidance
  5. 05Validate UVs, materials, and exports

Use cases

  1. 01Create LODs for game assets
  2. 02Process modular kits in batches
  3. 03Check assets before Unity, Unreal, or Godot export

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill lod-pipeline

After installing, type/lod-pipelinein Claude Code to confirm it loaded.

Bundled filesreferences/lod-budgets.mdreferences/lod-validation.md

Details

From the project README

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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