LOD generator: lod0 to lod3 from one upload
Drop a model and get a zip with four files: lod0 as uploaded, then the same model at half, a quarter and a tenth of its triangles, each in the format you choose. Collapse decimation on our server, UVs and skin weights carried, the counts of every level on the page.
Every level is written in this format. Defaults to the format you dropped.
What the four levels are
lod0 is your file re-exported untouched in the chosen format, so the four levels share one pipeline and one set of material names. lod1, lod2 and lod3 are the same model decimated to 50, 25 and 10 percent of its triangle count, each from the original rather than from the previous level, which keeps lod3 from inheriting the choices lod1 made. The ratios are fixed; a different ladder is three runs of the decimator with your own counts.
Each level is a complete file with its own copy of the materials and, for OBJ, its own sidecars in its own folder inside the zip. Engines that take LOD groups by naming convention (Unity's LODGroup, Unreal's import of _LOD0.._LOD3, Godot's visibility ranges) take these as they are after a rename to their pattern.
What this tool cannot do
Shape keys stop it
Like the decimator, this tool refuses a mesh with shape keys: three of the four levels would lose them. The VRM optimizer handles avatars with expressions.
Four runs, one budget
Each level is a Blender run of its own, and the whole job has fifteen minutes. A model that takes four minutes to decimate once does not finish as four levels; reduce it with the decimator first and make LODs from that.
Fixed ratios
50, 25 and 10 percent, no other ladder. A 200-triangle prop gives a 20-triangle lod3 that may not be worth having; the decimator with a chosen count serves small models better.
Three days, then gone
The upload and the result are deleted three days after the job, downloaded or not. The page keeps no history: bookmark the download or take the file while it is there.
Frequently asked questions
Why is lod0 included, it is my own file?
So that all four levels come out of the same exporter with the same material and node names, and so the zip is a complete set you can drop into an engine without mixing in the original.
Can I choose the ratios?
Not on this page. Run the decimator with the counts you want; the ladder here is the common one and keeps the tool to one drop.
What about shape keys and blend shapes?
Refused, with the mesh named. Decimation rewrites the vertex list the keys index. For VRM avatars, the VRM optimizer makes a lighter copy that keeps the expressions.
Which format should the levels be in?
GLB for web viewers and Godot, FBX for Unity and Unreal, OBJ for tools that want a text format, STL only if you are printing, since it carries no UVs or materials.