How to find correct settings for Billboard Cloud: Outer shell

How to find correct settings for Billboard Cloud: Outer shell

Billboard clouds can be a lifesaver for assets where neither reduction or remeshing works. In this blog we will cover how to find good optimization settings for a Billboard Cloud: Outer Shell impostor.

How to create a cross billboard impostor

How to create a cross billboard impostor

In this blog post, we’ll demonstrate how to use impostor from single view, along with some scene graph manipulation—specifically copying and rotating—to create a cross billboard. A cross billboard consists of two axis-aligned impostors, using the same texture in this example.

How to merge proxy texture into original texture map

How to merge proxy texture into original texture map

In this post we'll showcase how to merge the texture of a remeshed proxy into the original texture. This allows you to use the remesher without requirement of introducing a new material and texture set.

Geometry Importance and Welding for low poly optimization

Geometry Importance and Welding for low poly optimization

In this blog we'll look at some settings that can help out when optimizing models to really low poly count. We'll look at geometry importance and weld distance.

Low-poly character optimization

Low-poly character optimization

In this introduction blog we'll look at how to optimize a low poly skinned character with the Simplygon plugin for 3ds Max.

Bake textures into vertex colors

Bake textures into vertex colors

In this post we are going to bake textures into vertex colors. This is useful for LODs which are really far away, where we just want some color. In order to do this, we need to disable sRBG on all texture nodes in the scene. So we'll cover how to traverse shader network as well.

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