Blog
When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
Categories
Tags
Search results

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.

What's new in Simplygon Autumn 2025
Since our initial release of Simplygon 10.4 we have added several new features, improvements and fixes to the core Simplygon SDK, as well as our integrations with DCC tools and game engines.

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.

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.

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.

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
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.

Introduction to material merging in Maya
When working with 3D assets, optimizing materials can significantly improve performance, especially in game development and real-time rendering. In this post, we’ll walk you through how to merge materials in Maya using Simplygon. We’ll cover both the manual process through the UI and a more automated approach, helping you set up an efficient optimization pipeline. Whether you're looking to speed up your workflow or prepare assets for large-scale production, this guide will help you get started.

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.

Rendering vegetation imposters
In this blog post we will look at two shading tricks that will increase visual quality of vegetation impostors; fading of orthogonal planes and noising of normals.
No posts match your filters
Try a different keyword, or clear the active filters to see every post.