LOD pipeline automation
ZeroLOD converts any hard-surface mesh into a 6-platform LOD bundle in under 60 seconds — preserving UV seams, silhouette saliency, and your studio's topology style.
Drop a mesh below to try it. No sign-up required. 5 MB limit.
Drop a mesh or click to browse
OBJ · GLB · FBX · PLY · STL
Processing a full asset library or meshes over 5 MB? Get a studio license key →
The LOD tax
Studios shipping to 4+ platforms routinely spend 15–25% of art-team capacity on LOD rework. Most of it is mechanical, repetitive, and automatable.
Switch gets a patch. App Store submission rules tighten. Every constraint change means another round of manual rework across your entire asset library.
Aggressive decimation without UV seam awareness splits geometry at texture boundaries. The result fails QA and no automated linter catches it before submission.
LOD quality issues surface at console cert, not during authoring. By then, fixing them costs sprint time — not hours.
Under the hood
Not a naive decimator. Each pass combines perceptual analysis with seam-aware geometry processing before hitting any platform budget.
ZeroLOD builds a per-vertex importance map using curvature analysis and silhouette saliency — the same features the eye prioritises. High-importance regions are preserved at every LOD level.
UV seam edges are locked before any triangle collapse. This prevents geometry splits on mobile targets without requiring manual crease marking in your DCC tool.
Each platform runs its own pass with engine-specific polygon budgets and draw call limits. Studio profiles — learned from your own reference meshes — apply your topology preferences automatically.
Output is a single ZIP: 6 platform meshes + a self-contained HTML QA report with heatmaps showing exactly where geometry was simplified and why.
Coverage
Polygon targets are derived from real engine and platform submission constraints — not arbitrary percentages.
Live example
Wooden crate from Poly Haven (CC0). Processed with the balanced preset.
| Platform | Triangles | Reduction | vs. source |
|---|---|---|---|
| Source (PC) | 6 400 | 100% | — |
| PS5 | 3 840 | 60% | -40% |
| Xbox Series | 3 840 | 60% | -40% |
| Switch | 1 600 | 25% | -75% |
| iOS | 960 | 15% | -85% |
| Android | 960 | 15% | -85% |
UV seams, silhouette edges, and surface curvature preserved at every LOD level. Zero manual crease marks.
Early access
We are working with a small number of studios to integrate ZeroLOD into live pipelines. Pilots get hands-on onboarding, a custom studio profile, and direct influence over the feature roadmap.
What's included
Tell us your studio name, target platforms, and approximate asset library size.