Generate LODs from any 3D model — one file in, four levels out
Authoring LODs by hand in Blender or Maya is tedious and error-prone. This tool decimates your model into four progressively lighter versions, packs them in a ZIP with a manifest, and is ready to drop into Unity, Unreal or any glTF-based pipeline.
lod generator online · create lod levels · generate lod fbx · glb lod tool · level of detail generator
Why use the LOD generator?
A "level of detail" chain is what stops a 200k-triangle hero asset from melting the GPU when the camera is 50 metres away. Every modern engine — Unity's LOD Group, Unreal's LOD slots, Godot's VisibilityRange — picks the right level based on screen size. The problem is generating those levels: a clean LOD chain requires running a quadric simplifier on the geometry, preserving UV seams and material boundaries, then exporting each level cleanly.
This generator does it in one drop. Pick a preset — web (4 levels at 1.0 / 0.5 / 0.25 / 0.1 ratios), mobile (3 levels at 1.0 / 0.4 / 0.15), or game (4 levels at 1.0 / 0.6 / 0.3 / 0.1). Or define your own ratios. The output is a ZIP containing each level as a separate file plus a `manifest.json` listing the ratios, triangle counts, and file sizes — ready to feed into a build pipeline.
The simplifier preserves UV seams, normals, and material boundaries. It uses meshoptimizer's quadric error simplification, the same algorithm used by glTF Transform and Sketchfab's pipeline.
When you need this
Tips
Common pitfalls
Read these before running the tool — they save hours of debugging.
Hard edges can collapse at low ratios
At ratios below 0.15, quadric simplification will fold UV seams or hard edges into smooth surfaces. If you see a chair leg merging with its seat at LOD3, raise that level's ratio rather than fixing it manually.
Skinned meshes lose weight precision
Bone weights are interpolated when vertices are merged. For a rigged character, treat the lowest LOD as a silhouette — animation jitter is expected when ratio drops below 0.25.
Material splits are preserved, but multiplied
A 4-material mesh becomes 4 materials × N levels in the output ZIP. If draw-call count matters more than polycount, merge materials in your DCC before generating LODs.
The ZIP contains separate files, not one file with LOD slots
Engines like Unity expect one FBX with multiple meshes named `_LOD0`, `_LOD1`, etc. The ZIP gives you one file per level. Combine them in your DCC, or use the manifest to script the import.
Frequently asked questions
Which formats can I input? Which formats can I output?
How does the simplification algorithm work?
Can I use this tool for runtime LOD streaming?
What is in the manifest.json?
Can I generate LODs in batch via API?
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