Creating and handling LoDs in 3DS Max - art asset pipeline
Tutorial info  
Difficulty Beginner
Updated April 24, 2020
cryengine 5
3ds max

Learn how to optimize your assets to help stay within your performance targets with our latest tutorial teaching you about LoD's in CRYENGINE using 3DS Max.

  • 0:00 - Intro
  • 0:21 - Explaining the concept of LoDs
  • 0:53 - Creating and Handling LoDs in 3DS Max (for any pipeline)
  • 6:25 - Exporting LoDs using the CryTools Pipeline
  • 6:52 - Explaining the Export Settings
  • 9:40 - Exporting LoDs using the FBX Pipeline

This tutorial outlines the recommended workflow using 3DS Max for creating, managing and importing LoD’s (Level of Detail) for assets and includes some tips and tricks to help keep your productivity high. Using LoD’s is an essential step towards optimizing your assets for any project so our Technical Support Specialist, Alin Alexa, will take you through the theory and workflow behind this technique as well as explain how CRYENGINE behaves and uses these LoD’s under specific circumstances such as certain graphical settings.

This tutorial is designed as a continuation of our Art Asset Pipeline tutorial series, if you haven’t seen the previous video about Physical Proxies you can check it out here.

For more information in written form on the usage of LoD’s in CRYENGINE and how to debug and visualize them be sure to check out our documentation about creating LoD’s here.

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