Blender Lod Pipeline · jmhobbs Generate LOD (level-of-detail) mesh variants of a Blender model via progressive Decimate/Collapse, fix broken or missing texture links, and export each LOD to FBX (embedded or external textures) plus a single set of separate, unpacked 8-bit PNG PBR texture maps (base color/roughness/metallic/AO/normal each as their own file, splitting any pre-packed source maps apart, shared across all LOD tiers rather than duplicated per LOD) — with control over naming conventions, optional channel packing (e.g. ORM) as an explicit add-on, and baking an AO map when none exists. Use whenever the user asks to create LODs, make a low-poly version, decimate a model, reduce poly count for a game asset, relink or fix a broken texture, export to FBX for a game engine, export or split textures, or bake an AO map — even without the word "LOD" (e.g. "cut the triangle count down", "textures look pink/missing", "give me separate roughness and metallic maps"). Applies in a Blender MCP context.