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The LODs are the most important aspect of any asset in the game,
the textures (and the resulting filesize, load once and then they are called from cache)
the pHB is the physical Hitbox,
that tells the game where the collision boundaries of the object are.
That should never be more than 16 vertices.
It is the triangle count for when you are closest to the object,
The LODs are meant (many games utilize on this, depending on their engine capabilities)
to save on performance, this way you can do highly detailed models that slowly degrade over distance, losing triangles, or polygons that aren't necessary to display the object in-game.
(Imagine it as being pixels in a picture, the further you are away, the less detail the picture needs
to look the same)
PlanCo can have a maximum of 8000 triangles at LOD0, and best practice is to reduce them down to 10% of that count for LOD5 (when you are furthest away from the object)
If i didn't take the additional time to reduce those, your game would eventually lag heavily.
The trick is to keep the shape as similar as possible while doing so.
That takes time to do, as, at least in my workflow (can't speak for other creators)
i do that manually.