In this post we'll cover how to find the correct settings for a scripted pipeline by exporting a pipeline created using the user interface.
Read more >This blog will cover how to customize your Simplygon pipelines in 3ds Max, Maya, Unity and Blender. Customizing pipelines allows you to share presets for different kinds of assets with your team. Defining pipelines for different asset categories can be seen as a step to fully automating your asset pipeline.
Read more >Anno 1800 is a city-building game from Ubisoft Mainz that was released in 2019 for PC. It features a massive world with huge islands, dense forests and hundreds of unique and beautiful buildings that form anything from small villages to gigantic cities. There’s a wide range of assets, small fishing huts, noble four-storey-tall residences, breathtaking skyscrapers, factories, monuments and more. Thanks to its great initial success and continuing support of the live-game with DLCs and cosmetic DLCs, the decision was made that the title should launch on console, too. This was a huge undertaking but with Simplygon's help it turned into a great success.
Read more >The Simplygon 10 release brings a couple of real hero features to the game. In this version we have added a quad reducer and processor that helps with protecting seams when optimizing modular content.
Read more >In this blog post we are going to optimize a game character in 3ds Max. We are going to use two sets of vertex colors; one which the game utilized and one which control the reduction.
Read more >In this post we'll introduce how to use the Simplygon plugin for 3ds Max and use it to remesh a very high poly model.
Read more >In Simplygon 9.2, we have lots of new features for you to explore! With improved logging and a more extensive scene validation it is easier to detect and solve potential issues in your content. For those of you using 3ds Max we added support for morph targets, a set of new material nodes and Max 2022 support. Last but not least, 3ds Max and Maya plugins are now open sourced on GitHub!
Read more >In many games the players movement is restricted to a certain volume, that means some object will only be visible from certain angles. That is where optimization through visibility culling comes in. In this post we'll show how to use it in 3ds Max.
Read more >In this post we will create a proxy for an interior design asset using the 3ds Max Simplygon plugin. We will both use the basic remeshing with material baking template but also the advanced remeshing template to unlock some advanced optimization settings.
Read more >This example show how you can use shading networks to recreate a normal map that had it's blue channel removed.
Read more >This (Python) example demonstrates how to use the Visibility Culling feature to remove geometry that is not visible from a specific set of cameras. The cameras are automatically generated by Simplygon based on a user-specified visibility volume / geometry.
Read more >This blog post will show you how to write a simple remeshing python script in 3ds Max 2021, using the new Physical Material system.
Read more >The billboard cloud aims to replace the objects in a scene with a view independent set of billboards. For vegetation assets the "Billboard mode" should be set to "Foliage" . This mode allows the billboards to represent the foliage volume with intersecting planes. The leaves should map to the billboards in a manner that keeps the perception of volume and silhouette close to the original tree.
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