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lod-pipeline

该 Skill 通过 MCP 在 Blender 中为游戏网格规划 LOD0–N 链,提供减面、重拓扑、删内部结构或烘焙法等生成思路、命名规范、屏幕尺寸预算,以及轮廓与材质一致性验证清单,并强调以 LOD0 为源、先保护轮廓。

arjun988
热度 0.00
最近更新 2026-10-18 16:23:58
分类:创作依赖:MCP 服务应用场景:工作流 / 模板 / 数据处理

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/lod-pipeline
Metadata
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