How to make LODs for Second Life mesh
Second Life swaps a mesh for lighter versions as the camera moves away. If those versions are bad, your clothing turns into shards from across the room - one of the most common complaints about a product.
What you need
- Blender
- The finished garment (this is the High level)
Steps
- Duplicate the garment. Make three copies and name them for Medium, Low and Lowest.
- Reduce each one. Add a Decimate modifier (Collapse) and lower the ratio: roughly a half for Medium, a quarter for Low, and much less for Lowest. Judge by silhouette, not by number.
- Protect what matters. Keep the outline, the openings and the material borders. Small inner detail can go first.
- Keep UVs, weights and materials. Each LOD needs the same materials as the High one, and rigged LODs need their weights. Decimate keeps both.
- Export each as its own file. One .dae per level.
- Load them in the uploader. Choose Load from file for each level and check the preview at every distance.
Tips
- Worn rigged mesh is drawn with the avatar's bounding box, so it switches LOD later than a rezzed object - but it still switches.
- A very low Lowest level saves little; a recognisable one saves your reputation.
- Viewer-generated LODs are fine for a first test and rarely good enough to sell.
Next
Words you do not know? See the glossary. All guides: how-to guides.
This page is a written overview. In the SL Designers video courses you watch clothing being made from start to finish, and our Blender addons take over much of the technical work.