Auto-LOD Generator

Generate 3D model LODs online

Drop a GLB, glTF, FBX or OBJ and get a ready-to-ship LOD chain — dial the aggressiveness, preview every level live, and download them as GLBs or one zip. Free, private, and nothing is uploaded.

50%
Each LOD keeps 50% of the level above it. Higher = smaller, lower detail.
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Capabilities

What it does

  • Auto-generates a full LOD chain (LOD0–LOD4) from a GLB, glTF, FBX or OBJ — LOD0 is your untouched original, each further level is decimated harder.
  • A reduction-per-level slider (25–90%) sets how hard each step is simplified — from a gentle chain to extreme low-poly — so you trade detail for file size on your terms.
  • Optionally compress every level with the full GLB-optimizer pass — Draco or Meshopt geometry, WebP textures and texture downscaling — for the smallest possible LODs.
  • Uses meshoptimizer’s seam-aware quadric simplifier (the same engine as gltfpack) so UVs and material borders stay intact.
  • Live studio-lit preview of every level — click LOD0…LODn to see exactly how each holds up before you ship it.
  • See the triangle count, file size and reduction percentage for each level at a glance.
  • Download any single level as a GLB, or grab the whole chain as one .zip.
  • 100% in your browser — your model is never uploaded, with no watermark or account.

Process

How it works

  1. Drop your modelDrag a .glb, .gltf, .fbx or .obj (plus any textures) onto the tool. It loads locally — nothing is uploaded.
  2. Pick levels & powerChoose how many LOD levels to build (2–5) and how aggressively to simplify, then generate — all in your browser.
  3. Preview & downloadOrbit each level, then download them individually or as one zip — ready for three.js, Unity, Unreal or Godot.

Notes

Good to know

  • FBX and OBJ are converted to GLB in your browser before simplifying, so every level is delivered as a GLB (not the original format).
  • Rigged (skinned) and morph-target meshes are kept at full detail to protect animation, so those parts don’t reduce.
  • Simplification is lossy by design — always preview the lower levels, and dial the level count and aggressiveness to taste.
  • Levels are written as separate GLBs (the standard for engine/three.js LOD groups). They’re raw GLB by default; turn on “Compress each level” to add Draco/Meshopt + WebP inline.
  • Very dense models are simplified on your device, so speed depends on your machine.
  • Extremely aggressive targets may not fully reach on small or highly-connected meshes — the simplifier stops at the best safe result.

FAQ

Questions, answered

What is a LOD (level of detail)?

A LOD is a lower-poly version of a model shown when it’s far from the camera. Swapping to cheaper LODs at distance keeps big scenes fast without a visible drop in quality.

Which engines can use these LODs?

All of them. The levels are standard GLBs, so you can wire them into a three.js THREE.LOD, or import them as LOD meshes in Unity, Unreal or Godot.

Which file formats can I use?

GLB and glTF are read natively; FBX and OBJ are converted to GLB in your browser first (their textures and materials come along). Every LOD is then written as a standard GLB.

Are my models uploaded?

No. The model is read and simplified entirely in your browser with WebAssembly. Nothing leaves your device.

How much smaller do the levels get?

You choose: the reduction-per-level slider sets how much each step drops. At 50% each level roughly halves (LOD1 ≈ 50%, LOD2 ≈ 25%); slide up to 90% for extreme low-poly, or down for gentle steps. The tool shows the real triangle count and reduction for each level.

Does it keep textures and materials?

Yes. The simplifier is seam-aware, so UVs and material assignments are preserved; textures come across unchanged. For smaller textures, run the result through the GLB optimizer.

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