SwiftLOD - Level of Detail Creator
Why do some LODs have holes/distorted geometry?
- Over-aggressive decimation (reduce Simplification Power)
- Missing "Preserve UVs" option during export
- Non-manifold geometry in original mesh
Can I use one FBX containing all LODs for Unreal?
Not recommended. Unreal prefers:
- Separate _LOD#.fbx files
- Imported simultaneously with:
+ Identical vertex order
+ Matching UV layouts
Can I generate LODs for animated/skeletal meshes?
Yes, but with limitations:
- Works best with static meshes
- For skeletal meshes:
+ Preserves armature but may require:
* Manual weight painting adjustments
* Per-LOD bone removal in Unreal
Does SwiftLOD modify my original mesh?
No. SwiftLOD creates copies of your mesh for LOD generation, leaving the original completely untouched.
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