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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Customer story: Porting Cozy Caravan to mobile and Switch
Cozy Caravan is a Unity based wholesome crafting adventure from 5 Lives Studios. Players travel through picturesque landscapes with their companion Bubba in a trusty caravan, helping local communities by gathering resources, crafting handmade goods, setting up a market stall, and meeting a cast of charming characters along the way. With its focus on customization, kindness, and life on the road, the game’s cozy visual style is a big part of its appeal, which also made preserving that look during optimisation especially important.

Create vertex weights from skinning data
In this blog we will have a look at how to generate vertex weights from skinning data. This lets us use bones to control geometric density. In our case we will use it to make character faces more detailed than their bodies after reduction.

LOD0 character optimization using quad reduction and material baking
In this blog post, we will create a character optimization pipeline inside 3ds Max. It will feature quad reduction and material merging. With vertex weighting, geometric quality and UV scaling can be controlled by the artist painting vertex colors.

Load additional texture channels into a Simplygon scene
In this blog post, we will showcase how to load textures into additional material channels in a file. This is useful if you are using material channels not defined in a standard file format (like FBX).

Handling alpha clipping with compute casters
In this blog we will have a look at how to create billboard impostors for assets using shaders with alpha clipping. The solution is to introduce a little code snippet using sg_DiscardValue and sg_PreviousValue in every sampler function.

Introduction to Clustered Meshlet Optimization
In this blog post we will look at Simplygon's new clustered meshlet feature. We will cover how to generated them and a way to visualize them which serves as the base for implementing a clustered meshlet rendering pipeline in your engine.

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.

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.

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.

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.

Aggregate StaticMeshActors in Unreal Engine using the Simplygon Subsystem and Python
In this blog we will have a first look at the new Simplygon Subsystem import and export API for Unreal Engine and how to use it using Python. We will use it to aggregate and remove internal geometry of a collection of Static Mesh Actors.
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