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/lod-pipeline

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

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blender-skills
19394 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill lod-pipeline --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/lod-pipeline

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

lod-pipeline.SKILL.md
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 |

Read more
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94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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Repo: arjun988/blender-skills

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