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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Reuse proxy models with surface mapper
In this blog we'll showcase how the surface mapper enables reusing the same model as LOD levels for multiple models with different topology. It also showcase how you can bake materials to an self supplied proxy model.
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.

Simplygon at Game Industry Conference 2024: HLOD can save your game!
We'll be at Game Industry Conference (GIC) in Poznan on 25th to 27nd October and hold a talk "HLOD can save your game".

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.

A tool for optimizing distant meshes in Unity
In this blog we'll create a Unity tool similar to our Unreal Engine plugin's Stand-In feature. It can be of great use to optimize objects in backgrounds of video games.

Optimize Unreal Engine levels with visibility culled Stand-Ins
This blog will cover how to use Stand-Ins in Unreal Engine to replace distant meshes with simple proxy meshes. We will use visibility culling to cull away any geometry not visible from the player's perspective.

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.

CEDEX2024で Simplygon に会える!| Meet Simplygon at CEDEX 2024
2024年8月21日から23日まで、横浜で開催されるCEDEC 2024に参加いたします。日本のゲーム開発者の皆様が素晴らしいゲームを最適化するお手伝いをさせていただくためです。 We will be at CEDEC 2024 in Japan on 21st to 23rd August to help Japanese developers optimize their amazing games.

How to build HLOD clusters for World Partition levels with Simplygon
In this post we'll showcase how to build HLODs for world partition levels in Unreal Engine 5 using Simplygon's new HLOD builder.

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.

What's new in Simplygon 10.3
In Simplygon 10.3 we have focused on improving our integrations. Simplygon's Unreal Engine 5 plugin now comes with major updates for World Partition HLODs. Our Unity plugin has been overhauled to improve support. It also adds support for 3ds Max 2024, Maya 2024 and Blender 4.0.
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