Batch LOD generation and FBX export for Unreal Engine and Unity pipelines, built for game artists.
- Added merge vertices option — removes duplicate verts on LOD0 before decimation
- Added apply scale & rotation option — applies transforms on LOD0 before generation
- Added recalculate normals option — transfers custom normals from LOD0 to all LOD levels via Data Transfer modifier (version-gated for Blender 3.6 compatibility)
- Fixed export collecting non-LOD empties and meshes with foreign parents into export set
- Fixed FBX export failing with Blender-relative paths (//)
- Fixed export crash when destination folder doesn't exist
- Added validation for empty export path field
- Initial release
- Generate LOD0 through LOD6 in one click for any number of selected meshes
- Non-destructive — Decimate modifier stays live for per-LOD tweaking after generation
- Unreal Engine mode — correct FBX axis, LodGroup empty, SM_ prefix, custom properties
- Unity mode — correct FBX axis and smoothing for Unity imports
- Per-LOD geometry percentage sliders
- Batch export — export selected LOD groups or all groups at once
- Optional per-asset folder creation on export
- Source mesh preserved and organized automatically
- High poly detection — confirmation popup before generating on meshes above a configurable polygon threshold. Threshold adjustable in addon preferences
- Merge vertices, apply transforms, and recalculate normals options for pre-generation cleanup
- Blender 3.6 LTS or newer (3.6 LTS, 4.2 LTS, 4.4, 4.5 LTS, 5.1 tested)
- FBX export addon enabled (bundled with Blender by default)
- Download
lod_generator.py - In Blender go to
Edit > Preferences > Add-ons > Install - Select the downloaded file
- Enable the addon — search for LOD Generator
The panel appears in View3D > Sidebar > LOD Gen
- Select one or more mesh objects
- Set number of LODs and geometry percentage per level
- Enable Unreal Export or disable for Unity
- Click Generate LODs
Each mesh gets:
- An empty parent named after the original mesh (used as FBX filename)
- LOD0 (full resolution copy)
- LOD1 through LODn with live Decimate modifiers
- Original mesh moved to hidden source collection for reference
Tip: Set your object's origin to the desired pivot point before generating. The tool respects artist-placed origins and does not reset them.
Note: Objects with zero geometry are skipped with a warning. Objects named
_LOD,_Source, or_HIGHare automatically skipped.
- Set the export folder path in the Export panel
- Select LOD groups to export, or deselect all to export everything in the LOD collection
- Click Export for Unreal or Export for Unity
Note: Empties with no LOD children will be skipped with a warning during export.
- LOD groups must remain in the LOD collection — moving empties or meshes outside this collection will exclude them from export
- Objects named
_HIGHare skipped during generation — rename to generate LODs on high poly meshes intentionally - Existing modifiers on source meshes carry over to all LOD levels and will be applied on export alongside the Decimate modifier
SM_prefix handling only applies in Unreal mode- On Blender 3.6 LTS, confirmation popups display a single button instead of OK/Cancel — click outside the popup to cancel
MIT — free to use, modify, and distribute.
Made by Colosyn