> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/cloth-modding/levels-of-detail.md).

# Levels of Detail

## Introduction

A level of detail (LOD) is a simpler version of the same model used as it moves farther from the camera. Good LODs reduce rendering and streaming cost without making the item visibly change shape.

Freemode reference components commonly use High, Medium and Low meshes. The drawable format and Sollumz also support a Very Low slot. Preserve the structure used by a comparable reference instead of assuming every clothing item must contain exactly the same slots.

## Create Lower LODs

Finish the High LOD's shape, UVs, materials and weights before producing lower versions. Then simplify in stages:

1. Use Sollumz's LOD Tools to create or duplicate the mesh data and assign it to the intended Medium, Low or Very Low slot.
2. Remove geometry that does not affect the distant silhouette.
3. Reduce small folds, seams and hidden surfaces before major shape-defining edges.
4. Restore material assignments, UVs, vertex colors and weights where the simplification changed them.
5. Inspect and pose each LOD separately.

Sollumz's Auto LOD tool uses Blender's Decimate modifier. It is useful for a first pass, but some topology decimates poorly and must be repaired manually. See [Sollumz LOD Editing](https://docs.sollumz.org/documentation/drawables.ydr/level-of-detail-lods-editing) for the current controls and the `Shift + V` visibility menu.

## Choose a Sensible Budget

There is no universal vertex count or fixed percentage that fits every component. Compare triangles with a working item of similar size and complexity, then confirm that each lower LOD is meaningfully cheaper. Blender's displayed vertex count may not match the exported count because UV seams, sharp edges and face-corner attributes can split vertices.

Pay special attention to:

* The outer silhouette and large openings.
* Hands, feet and the neck where clothing meets the body.
* Material borders and transparent sections.
* Weight-painted joints.
* Camera-distance transitions between LODs.

{% hint style="info" %}
Durty Cloth Tool's [Cloth Analysis Report](/basics/essential-knowledge/cloth-analysis-report.md) can flag excessive triangle counts using configurable High, Medium and Low thresholds. Use those messages as project guidance, not as proof that a model below the threshold is optimized. The DCT 3D Preview model view also helps inspect the available LODs before building.
{% endhint %}
