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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Bake vertex colors into textures
In this blog we'll look at how to bake vertex colors into textures. Use case for this is certain phot scanned assets where color data is saved into vertex colors. We'll look at how to do this with both the remesher and aggregator pipeline. We'll also cover how to create a shading network for vertex colored materials as well as how to remove vertex colors from model post processing.

Meet Simplygon at GDC 2023
We'll be at Game Developers Conference (GDC) in San Francisco on March 20 to 24. Main event is our GDC talk collaboration with Fatshark on art optimization in their latest title Darktide. We are also happy to reveal the third episode of the beloved Poly saga.
Aggregation and remeshing - Evaluating the best method for proxy creation
After reading this blog post, you will have a framework to evaluate the best method to create proxies for your game. The post will compare the remeshing and aggregation methods for generating proxies for your asset collection, and delve deeper into how to decide which method is best for your game.

Automating your asset pipeline
This blog post describes how to optimize content using Simplygon's SDK for various platforms with automation. It includes a guide on creating an LOD chain in Maya and scripting it for multiple assets, and highlights the benefits of using screen size optimization. The post also gives suggestions for further challenges to tackle in the pipeline.
Introducing our high density reducer
In this post we will take a look at the new high density reducer we introduced in Simplygon 10.1. It's main intention is to be used with very high poly sculpted models and 3d scanned assets. We are going to compare the process quality and time to our ordinary reducer.

What's new in Simplygon 10.1
In Simplygon 10.1 we have focused on improving the new features added in 10.0, as well as adding new exciting features. The headline of the release is definately shader casting which we hope will make it much easier for developers to bake materials and textures. We have also added a high density reducer to tackle very high poly scanned and sculpted meshes.

Reuse skeletons for Unity LODGroup
In this holiday themed blog post we'll showcase how to reuse skeletons for different LOD levels in Unity. As an extra spice we will also throw in Bone Reduction for our last LOD level.

Troubleshooting gamma issues
If you have processed assets in Simplygon and the output had another color shade, then this post is for you. In this post we'll go through how to detect and solve gamma issues.

Protecting features using vertex locks and weights
Sometimes you want the ability to protect certain features in your assets. Simplygon provides you with the ability to use either vertex weights or locks to direct the optimization process to keep polygons where you want.

Bake decals into surfaces
In this spooky blog post we will optimize away spider web decals from a scene. While it might seem unfitting given the release date of this post it is a well-known fact that most of the spider webs being displayed are not real and just for decoration.

Using Simplygon with Unity LODGroups
This post will showcase how we can use Simplygon to generate LOD levels to populate Unity's LODGroup component. We are going to use cascaded reduction pipelines with screen size as stop criteria. This means we can think of LOD transitions in terms of visual difference instead of polygon count and distance to camera.

Simplygon supporting NVIDIA's new Micro-Mesh technology
With NVIDIA's new Micro-Mesh technology, developers will be able to continue their quest to fill their worlds with content. The technology removes many of the traditional bottlenecks, releasing creators from many of the shackles that previous generation hardware had put on them. We at Simplygon have been working closely with NVIDIA to ensure that can use our SDK to transform your meshes to be ready for your Micro-Mesh render pipeline.
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