LOD pipeline automation

Your artists ship the game.
Not the LODs.

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 →

6
platforms per upload
≤60s
median processing time
85%
avg polygon reduction (mobile)
0
manual crease marks required

The LOD tax

Manual LOD authoring is a hidden production drain

Studios shipping to 4+ platforms routinely spend 15–25% of art-team capacity on LOD rework. Most of it is mechanical, repetitive, and automatable.

Platform requirements keep moving

Switch gets a patch. App Store submission rules tighten. Every constraint change means another round of manual rework across your entire asset library.

Seam explosions on mobile targets

Aggressive decimation without UV seam awareness splits geometry at texture boundaries. The result fails QA and no automated linter catches it before submission.

No visibility until it's too late

LOD quality issues surface at console cert, not during authoring. By then, fixing them costs sprint time — not hours.

Under the hood

How ZeroLOD works

Not a naive decimator. Each pass combines perceptual analysis with seam-aware geometry processing before hitting any platform budget.

01

Perception mapping

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.

02

Seam-aware decimation

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.

03

Per-platform budgets

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.

04

QA bundle delivery

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

Six platforms. One upload.

Polygon targets are derived from real engine and platform submission constraints — not arbitrary percentages.

🖥PC
100%
Source quality — no decimation
🎮PS5
60%
Console-optimised
🎮Xbox Series
60%
Console-optimised
📟Switch
25%
2 draw calls max
📱iOS
15%
Metal — 1 draw call
📱Android
15%
OpenGL ES — 1 draw call

Live example

Before & after

Wooden crate from Poly Haven (CC0). Processed with the balanced preset.

PlatformTrianglesReductionvs. source
Source (PC)6 400100%
PS53 84060%-40%
Xbox Series3 84060%-40%
Switch1 60025%-75%
iOS96015%-85%
Android96015%-85%

UV seams, silhouette edges, and surface curvature preserved at every LOD level. Zero manual crease marks.

Early access

Studio pilot programme

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

  • Local CLI tool — pipeline runs on your hardware, no upload wait
  • Studio license key for unlimited processing
  • Custom studio constraint profile built from your reference meshes
  • Direct integration support for Unreal, Unity, or Godot pipelines
  • QA report format customised to your submission checklist
  • Priority channel for platform budget updates
Apply for pilot access

Tell us your studio name, target platforms, and approximate asset library size.