LOD0 character optimization using quad reduction and material baking

LOD0 character optimization using quad reduction and material baking

In this blog post, we will create a character optimization pipeline inside 3ds Max. It will feature quad reduction and material merging. With vertex weighting, geometric quality and UV scaling can be controlled by the artist painting vertex colors.

What is the right reduction target for LOD creation?

What is the right reduction target for LOD creation?

A common question when setting up LODs is which reduction target to use. Using a bad target is the origin of many problems, such as LOD popping or broken assets.

Getting started with draw call optimization in Unity

Getting started with draw call optimization in Unity

In this blog we'll have a look at how to optimize draw calls in Unity using material merging. We'll cover how to both UI and C# scripting.

Visibility culling and weighting with sphere and hemisphere

Visibility culling and weighting with sphere and hemisphere

This blog covers visibility sphere and hemisphere guided optimization. We'll cover visibility culling in aggregation and visibility weights in reduction.

LOD0 optimization in Unity

LOD0 optimization in Unity

Today we are going to look at how to optimize LOD0 models in Unity. This is useful in two cases, if we have lots of assets of varying quality from asset packs or if we want to port a game to a weaker platform.

Getting started with quad reduction in Maya

Getting started with quad reduction in Maya

In this blog we will look at how to use the quad reducer in Maya for character optimization. We'll look at both how to use it from the user interface but also from scripting.

Character optimization with quad reduction

Character optimization with quad reduction

In this introduction blog we'll look at how to optimize a skinned character with the quad reducer.

Introduction to terrain culling

Introduction to terrain culling

In this blog we'll showcase how to cull away triangles that are below terrain. This is useful for aggregation and remeshing. We'll also showcase some common pitfalls.

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