Set Topology, Face Count, and LOD Strategy in Rodin

Rodin separates base geometry generation from the topology choices used for delivery. First decide whether the shape is correct. Then use the confirmation stage to choose a face count and supported topology for the destination.

Choose face count from the use case

The workspace recommends selecting face count according to use, from very small budgets to millions of faces. Close-up hero assets can justify more geometry. Web, mobile, VR, background props, and scenes with many repeated objects need smaller budgets. Preserve silhouette and thin or deforming parts before spending faces on flat or hidden surfaces.

Choose the supported mesh output deliberately

Raw triangle output is practical for previews, printing, and many real-time handoffs. Quad topology can be more useful for subdivision, deformation, and artist cleanup. Always inspect the downloaded mesh because a topology label does not remove the need for rigging or simulation review.

Bake normals for efficient delivery

When the confirmation interface offers normal baking, enable it for a lower-poly asset that still needs the appearance of finer surface detail. Validate the normal map in the destination renderer, including tangent-space orientation, UV seams, hard edges, and mirrored areas.

Build LODs as a downstream set

Rodin face-count controls define the delivered mesh; they do not replace an engine-specific LOD setup. Create or export appropriately simplified variants, keep scale, pivot, materials, and UVs consistent, then assign and test distance thresholds in the target DCC tool or engine.