Modeling · Intermediate

LOD (level of detail)

Swapping in simpler versions of a model as it moves away from the camera

Also called Level of detail, LODs

What is LOD in 3D?

LOD, short for level of detail, is a technique where a model has several versions, from detailed to very simple, and the engine shows simpler ones as the model gets farther from the camera. Distant objects look the same on screen but cost far less to draw, which keeps games running fast.

Think of it like this

Like a stage set: actors up front wear detailed costumes, while figures far at the back can be simple cutouts nobody in the audience notices.

Where it fits in a 3D project

  1. Create
  2. Surface
  3. Rig
  4. Animate
  5. Render
  6. Export

Export: Saving and sharing the result: file formats, engines and printing.

Low poly6 facesMedium12 facesHigh poly40 faces
The same shape with more faces looks smoother and costs more to store and draw.

How LOD works

  1. 01An artist or tool makes copies of a model with fewer and fewer faces.
  2. 02Each copy, named LOD0, LOD1 and so on, is set to a distance or screen size.
  3. 03As the camera moves, the engine swaps in the version that fits.
  4. 04Some engines blend between versions so the switch is hard to spot.

LOD (level of detail) vs mipmap

PropertyLOD (level of detail)Mipmap
Applies toMeshesTextures
Swaps inSimpler geometrySmaller, softer images
Made byDecimation or hand modelingAutomatic downscaling
GoalFewer triangles to drawLess memory and less shimmer

They work together: LOD simplifies the shape at a distance, mipmaps simplify the texture, and most game assets use both.

Where LOD is used

  • Open-world games with many trees, rocks and buildings
  • Crowds of characters in games and simulations
  • Web and AR scenes that must run on phones

Beginner tip

Judge each LOD from the distance it will actually be seen, not up close. Cut detail inside the outline first; a changing silhouette is what gives a bad LOD away.

LOD (level of detail) FAQ

What is LOD in games?
It is how games draw huge scenes on ordinary hardware. Each object has a few versions, and faraway ones use the cheapest. Without LOD, every distant tree would cost as much to draw as the one beside the camera.
How many LODs should a model have?
A common rule of thumb is three or four for a typical game asset, each with roughly half the faces of the one before. Small props may need two; large objects and terrain may need more. Your engine’s guidelines come first.
What is LOD popping?
The visible jump when a model switches from one LOD to the next. It shows when versions differ too much or swap too close to the camera. Smaller steps, farther switch distances or cross-fading hide it.
Can LODs be made automatically?
Yes. Most engines and 3D apps can generate LODs with decimation. Automatic LODs suit props and scenery, while characters often get hand-tuned versions so faces and hands stay clean.

Updated October 29, 2026 · Browse all 3D terms