LOD triangle planner
Turn one LOD0 triangle budget into a consistent starting ladder.
Plan polygon budgets, texture memory, LOD targets and acceptance records for generated game assets. Every calculation runs locally and exposes its assumptions.

These tools do not claim to generate assets. They translate the acceptance checks from the game-ready mesh topology guide into planning arithmetic, and create records that support a repeatable AI 3D tool benchmark.
Turn one LOD0 triangle budget into a consistent starting ladder.
Estimate uncompressed RGBA mipmapped memory before platform compression.
Check how asset count, instance visibility and LOD distribution affect submitted triangles.
Create a plain-text signoff record for one generated asset.
These calculations define planning envelopes, not performance guarantees. Confirm every estimate in a representative scene on the lowest target device.
The scene tool measures submitted geometric scale only. Materials, overdraw, skinning, shadows, draw calls, lighting and platform architecture can dominate cost. Profile the real build.
RGBA8 uses four bytes per pixel; a full mip chain adds roughly one third. Platform compression, streaming, virtual texturing and residency change actual runtime memory.
Protect silhouette and motion, then test transitions at actual viewing distances. One percentage ladder cannot fit every asset class.
Start with the target platform, representative camera distance and the asset’s gameplay role. Use the calculators to establish a planning envelope, then place the asset in a repeatable validation scene with project materials, lighting, animation and nearby geometry.
Record the measured result beside the estimate. If the asset misses its target, preserve the profiler capture and rejection reason instead of changing the budget after the fact. The resulting history makes later LOD, texture and generator decisions comparable.