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.
Read MorePhysics meshes are used in almost every 3d game. It is also very common that we want to know the different materials of the physics object for spawning certain impact effects. In this post will showcase how to optimize a physics mesh and keep material data in Unity as a texture.
Read MoreIn 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 MoreThere are many objects which have different types of materials; both transparent and opaque. Remeshing these with Simplygon requires extra care if one wants to preserve the transparency. In this example are going to optimize a house with glass windows, a quite common asset in many games.
Read MoreIn 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 MoreIn this example we'll show how you can use the mapping image directly to do a custom material casting.
Read MoreIn this example we'll show how you can use geometry data casting to change materials on a remeshed asset in runtime.
Read MoreIn this example we will discuss how to utilize the remeshing processor for generating a grid of HLOD terrain chunks from a large terrain input geometry. In doing so, we'll go over some basic geometry manipulation, remeshing fundamentals, and advanced usage of some remeshing processor functionality.
Read MoreWant to make those scanned assets more lightweight and ready to be used in your game or web application? This post will show how you can use Simplygon's remesher to produce heavily optimized versions of your scan data. It will also dig in on how to create a repeatable pipeline with which you can process large amounts of similar assets.
Read MoreThis post will give you a simple starting point for a remeshing script. We'll show how to turn an untextured glb asset, with material colors, into a textured proxy.
Read MoreThis blog post will show you how to write a simple remeshing python script in 3ds Max 2021, using the new Physical Material system.
Read MoreWhen creating physics meshes, it's typically a good idea to optimize the original heavily, to make calculations cheaper. You would also want to keep material information in the optimized object, in order to spawn appropriate effects, play correct sounds etc. Combining the vertex color caster and remeshing is a great starting point to achieve super-simple geometry that checks the boxes for good physics meshes.
Read MoreCustomer story: Simplygon saves time, improves visual quality and performance for Forza Motorsport 7
At Turn 10, hitting our visual and performance goals of a rock solid 60fps at native resolution on Xbox requires us to author highly optimized assets with multiple levels-of-detail (LOD). Manually creating LOD’s could take up to 30% of our individual asset creation time. We looked to Simplygon to help us find a solution that would reduce or even eliminate this extra workload.
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