DCC production guide

Collider, LOD, and Triangle Budget Checklist

Direct answer: Approve a realtime asset only after visual mesh, collision mesh, LOD chain, triangle budget, and vertex budget are checked separately. A beautiful mesh can have unusable collision; a cheap mesh can still exceed vertex cost after UV splits, hard normals, and material seams.

ColliderCollision MeshLevel of DetailTriangle BudgetVertex BudgetAutomatic LOD碰撞体LOD

Collision choice

Use simple primitives such as box, sphere, capsule, or convex hull when gameplay only needs approximate blocking. Use custom collision meshes for stairs, doorways, ramps, or irregular silhouettes. Complex collision may be acceptable for static traces in some engines, but it is usually expensive for dynamic physics.

Budget planning

Budgets are project-defined. Mobile web props may need very small triangle counts; hero desktop assets can spend more. Track both triangles and vertices because hard edges, UV seams, skin weights, and split normals can increase runtime vertex count beyond the modeling viewport number.

LOD chain decisions

Automatic LOD is a starting point, not final approval. Preserve silhouette first, then reduce internal detail. Add intermediate LODs when popping is visible. Review screen-size thresholds at gameplay camera speed, not only in a static model viewer.

Engine validation

Check physics interaction, navmesh generation, raycast targets, shadow behavior, draw calls, material slots, and LOD transitions. A collider that blocks bullets correctly may still block player movement poorly or create unexpected navmesh holes.

Evidence package

Keep wireframe screenshots for each LOD, triangle/vertex counts, collider overlay, target-engine playtest note, and any intentional use of complex collision.

Worked review example

For a large doorway prop, use the render mesh for appearance, a simplified collision mesh for player movement, and multiple LODs for distance. The collision should allow the player capsule through the opening without snagging on decorative bevels. LOD0 may keep bevels and bolts; lower LODs can merge or remove them while preserving the doorway silhouette. Validate by walking through it, shooting traces at it, and watching LOD transitions while moving the gameplay camera.

Multilingual production terms

Use this collider lod triangle budget checklist terminology table when writing review comments, export notes, or handoff instructions across Chinese, English, and Japanese teams.

中文English日本語Workflow usage note
碰撞体ColliderコライダーUse these terms when reviewing runtime mesh budgets, collision handoff, and distance-based geometry reduction.
碰撞网格Collision MeshコリジョンメッシュUse these terms when reviewing runtime mesh budgets, collision handoff, and distance-based geometry reduction.
LODLevel of DetailLODUse these terms when reviewing runtime mesh budgets, collision handoff, and distance-based geometry reduction.
自动 LODAutomatic LOD自動LODUse these terms when reviewing runtime mesh budgets, collision handoff, and distance-based geometry reduction.
三角面预算Triangle Budget三角形予算Use these terms when reviewing runtime mesh budgets, collision handoff, and distance-based geometry reduction.
顶点预算Vertex Budget頂点予算Use these terms when reviewing runtime mesh budgets, collision handoff, and distance-based geometry reduction.

Term notes for multilingual briefs

Use the English term Collider with matching Chinese/Japanese notes where relevant: Vertex Budget / Automatic LOD / 碰撞体 / LOD. Keep the technical term beside the local-language note so reviewers can map it back to DCC and engine settings.

Related pages and next step

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FAQ

Is simple collision always better?

Simple collision is cheaper and often preferred, but custom collision is needed when gameplay requires more accurate shapes.

Why track vertex budget as well as triangles?

Runtime vertices can increase due to UV seams, hard normals, material splits, and skinning data.

Can automatic LOD be approved without manual review?

Not for important assets. Automatic LODs need silhouette, material, and transition checks.

What should a collision review include?

Collider overlay, physics interaction, navmesh or raycast test, and target-engine behavior notes.