text: Hand-made lower LODs stretch - Building and Texturing Forum - Second Life Community
  By m0ld,
  September 12, 2019 in Building and Texturing Forum
  It's not a super urgent issue, but I am looking for the correct way to add multiple LODs of a model manually.
  I am making 3 unrigged paws which are linked objects.
  In Blender, I applied all scales and rotations. Each LOD export has the objects named "paw 1", "paw 2" and "paw3"
  When I upload the lowest LOD paws on their own, they look like this
  But when I set them as a submesh to these paws:
  the lowest LOD suddenly looks like this!
  I've exported various LODs (about 4 different LOD levels to see what I liked best) and they all have the strangely raised or lowered toes. I can't figure out a common link between why the mesh would look this way.
  And yes, it does this upon import as well:
  (this is a different LOD level i was testing earlier today)
  https://i.gyazo.com/af24317c1420ab56f5ef3d423ebd2b60.mp4
  First thing first, why are you uploading multiple objects at the same time?
  To me, it looks like they are getting assigned the wrong lod.
  Ahh - I totally didn't notice that they are totally being swapped around! Which is odd, because my naming scheme is consistent
  I was trying to upload multiple objects for matter of convenience and to save L once I import these into main grid, but it's being the opposite of convenient right now.
  5 hours ago, m0ld said:
  There is an official naming convention for the LoDs and Phys models:
  https://community.secondlife.com/knowledgebase/english/uploading-a-mesh-model-r274/#Section__4_1
  Edited September 12, 2019 by arton Rotaru
  Yeah, it's the objects in the scene who have to follow the naming convention. I should have mentioned that, because the Knowledge Base description is still misleading.
  Edited September 13, 2019 by m0ld
  On 9/12/2019 at 8:30 PM, m0ld said:
  Well, the "high" is the main model itself. but ya, I think what ya wrote should be the way to do it with adding the _LOD2 at the end of the object names. Paw1, Paw1_LOD2, Paw1_LOD1 and so on.