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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Control LOD switch distances in Simplygon's Unreal Engine plugin
In this blog, we'll explore how to control LOD switch distances in Unreal Engine when using Simplygon's LOD Recipes. We'll look at both automatically calculated switch distances and how to override these with manual switch distances when needed.

Create vertex weights from skinning data
In this blog we will have a look at how to generate vertex weights from skinning data. This lets us use bones to control geometric density. In our case we will use it to make character faces more detailed than their bodies after reduction.

Introduction to Part Remover tool
In this blog post, we will look at how to use the part remover in Simplygon to remove small disconnected parts from a 3D model. We will also look at how to combine part removal with reduction to get better results when reducing models that consist of several disconnected parts.

What is the right reduction target for LOD creation?
A common question when generating LODs is which reduction target to use. Using a poor target is the root of many problems, such as LOD popping or broken assets. In this blog we’ll go through the different reduction targets available in Simplygon and give you some guidelines on where to start.

How animation hides LOD Transitions
In this blog post, we will investigate how animations affect LOD transitions. According to our results from our small sample set, we can switch around 2-4 times closer to the camera if an object is animated compared to when it is static.

Optimizing vegetation assets with reduction and billboard pipeline
In this blog we will look at how to optimize vegetation assets with a combination of reduction and billboard cloud pipelines. We will also cover some texture import settings in Unity.

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.

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.

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.

Optimize Unity character prefabs
In this blog we will create a system for automatic character prefab automation. We will cover baking textures during reduction for URP and rebinding LODs to the original skeleton.

Automated Unity prefab optimizer
In this blog post we'll showcase how to automate LOD creation for Unity prefabs. This allows us to optimize our game with (almost) the click of a button.

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.
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