Game Ready Lods | Lods Generator & Batch Export
Is this useful for mobile or VR optimization?
Yes. You can aggressively reduce polycounts while retaining usable shapes and shading.
Can beginners use this easily?
The UI is simple, intuitive, and requires minimal setup—perfect for beginners.
Do I need external plugins or Python libraries?
No dependencies—everything runs natively inside Blender.
Will it overwrite my original mesh?
No. The process is non-destructive. Your original file stays untouched.
Are the outputs compatible with Unreal, Unity, and Godot?
Yes. Meshes export cleanly and follow standard LOD naming structures.
Does it work with characters?
Yes. Works with characters, environments, props, organic meshes, foliage, and even sculpted models.
Is batch mode supported?
Absolutely. Select multiple objects and generate LODs for all of them simultaneously.
Can I create multiple LODs at once?
Yes. You can generate LOD0–LOD4 (or more) in one operation.
Does it keep my UV maps and textures intact?
Yes. All UVs, materials, and vertex colors remain preserved for every LOD.
What exactly does this add-on do?
It automatically generates multiple lower-poly versions of your mesh (LODs) while preserving UVs, shading, and materials.
Can I customize the names of the generated LOD objects and collections?
Currently, the add-on names LOD objects and collections based on the original object's name with suffixes. Renaming must be done manually after generation.
Does the add-on support animated objects?
While you can add LODs to animated objects, the decimation process may affect animation data. Use caution and test thoroughly.
What does the Ratio setting do?
The Ratio adjusts how the decimation ratio progresses across LOD levels, affecting the overall reduction curve.
How does the Intensity setting affect LOD generation?
The Intensity controls the strength of decimation applied to lower LOD levels. A higher intensity results in more aggressive decimation.
Can I use this add-on with any type of object?
The Game Ready LOD add-on is designed to work with mesh objects. Other object types are ignored.
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