LOD Generator

Generate multi-level level-of-detail meshes with configurable reduction percentages. Create full LOD chains for Unity, Unreal, and Godot game engine optimization from a single high-poly mesh.

Drop your high-poly mesh here

browse or drag & drop — OBJ, STL, PLY, FBX, GLTF/GLB

Related Tools

Mesh Decimator
Reduce polygon count while preserving silhouette and UVs.
Mesh Repair
Fix holes, non-manifold edges, and degenerate geometry.
Normal Recalculate
Fix inverted or inconsistent normals for proper lighting.

Frequently Asked Questions

An LOD (Level of Detail) chain is a series of progressively simpler versions of a 3D mesh. Game engines dynamically switch between them based on camera distance full detail when close (LOD0), reduced detail at medium distance (LOD1-LOD3), and minimal detail far away (LOD4). This drastically improves rendering performance while keeping visual quality where it matters most.
3 levels (LOD0-2, 100% / 50% / 25%) is sufficient for mobile games. 4 levels (LOD0-3, 100% / 50% / 25% / 12%) is standard for console and PC games. 5 levels (LOD0-4, 100% / 50% / 25% / 12% / 6%) is for open-world games with very long draw distances. Each level's reduction percentage is fully configurable.
Yes. The decimation algorithm preserves UV boundaries, texture seams, normal splits, and material boundaries. Vertex colors and material assignments are maintained across all LOD levels. This ensures seamless transitions without visible popping or texture artifacts when the engine switches between LOD levels.