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When optimization gets practical

Customer stories, technical guides, and deep dives into 3D content optimization pipelines.

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Characters

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.

Blender

Keep original materials during aggregation

In this blog we'll showcase how to keep original materials during material merging. This enables you to keep materials that require special shaders separated during optimization.

Events

Meet Simplygon at Nordic Game 2024

We will be at Nordic Game 2024 in Malmö, Sweden on 21st - 23rd of May.

Events

Meet Simplygon at Reboot Develop Blue 2024

We will be at Reboot Develop Blue 2024 in Dubrovnik, Croatia on 22nd - 24th of April.

3ds Max

Character optimization with quad reduction

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

3ds Max

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.

Blender

Aggregation with multiple output materials

In this blog we'll showcase how to use a mapping image with multiple output materials. This enables you to perform material merging on an asset with both opaque and transparent materials.

Open world

Introduction to terrain culling

In this blog we'll showcase how to cull away triangles that are below terrain. This is useful for aggregation and remeshing. We'll also showcase some common pitfalls.

Remeshing

Introduction to micro-meshes for mesh compression

In this blog we will cover how to generate meshes using NVIDIAs new micro-mesh technology with Simplygon. We will create a batch processor for kit-bashed 3d scanned content indented to save disc space and optimize render performance.

Events

Meet Simplygon at Arctic Game Dev

Simplygon is visiting Arctic Game Dev in Umeå 22th- 24th November.

Foliage

Tight fitting impostors with minimal overdraw

Generate tight fitting impostor geometries around the opaque areas based on the input opacity map.

Remeshing

Using your own shaders for material baking with Compute Casting

Today we will look at how to create proxies for object with custom shaders. We are going to use compute casters in combination with scene descriptions serialized to xml files to create a batch processor indented to process HLOD meshes. We'll also cover clipping planes.