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

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.

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

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

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.

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.

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.

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.

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

Tight fitting impostors with minimal overdraw
Generate tight fitting impostor geometries around the opaque areas based on the input opacity map.

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.
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