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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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What's new in Simplygon 10.4
We are proud to present our next major release. Simplygon 10.4 comes with improvements to the quad reducer, small parts remover and tessellated attributes. It also adds support for Unreal Engine 5.5, Maya 2025 and Blender 4.2.
Protecting selected materials
In this blog post, we will guide you through the art of safeguarding specific materials during mesh reduction. Imagine scenarios where preserving intricate details, such as character faces or dynamic materials like cloth, is crucial to maintaining the overall visual appeal of your 3D models.

Simple Maya script
In this post, we'll guide you through using Simplygon's scripting support in Maya to transfer data from Maya to Simplygon, run a process, and bring the results back into Maya. This tutorial will provide a solid foundation for applying tips and tricks from other blogs directly within Maya.

Scripting with Simplygon: Introduction
This is the first of a series of posts where we dig deeper into how to script with Simplygon. In this post we will explore four levels of scripting depth, discussing the advantages and disadvantages of each approach.

Vertex locks in Unity
In this blog we'll showcase how to use vertex locks in Unity to protect areas during optimization. We do this by editing the Simplygon scene after export from Unity.

Optimizing Unity games with Simplygon 10.3
In this blog, we'll detail how our new Simplygon 10.3 release can be used to optimize Unity games. We'll showcase different examples on what kind of performance problems that can be solved with automated asset optimization.

Optimizing a modular character asset
Characters constructed of modular pieces can suffer from a problem after they are optimized. If the seams connecting the different parts are not matching each other, you can end up with visual artefacts. This blog post will show how you can use the modular seams feature of Simplygon to prevent these issues.

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

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.

A look at impostor from single view in Unity HDRP
In this blog post we will take a look at how material casting for Unity HDRP render pipeline allows us to create extremely lightweight impostors. We are also going to cover how to hide LOD pops with cross fading.

Customize your Simplygon pipelines
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.

Calculating LOD transitions when using triangle ratio as reduction target
This blog covers how to use GetResultDeviation to calculate when to LOD transition. In normal case we strongly recommend to use screen size or max deviation as reduction target, but if you have a specific need which request reduction ratio or exact triangle count this blog will describe how to calculate when to switch to that LOD. We are going to use this to populate a Unity LODComponent. We are also going cover how to reuse materials from LOD0 automatically.
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