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

What's new in Simplygon 10.4
We are proud to present our next major release. Simplygon 10.4 comes with improvements to the quad reducer, small parts remover and tessellated attributes. It also adds support for Unreal Engine 5.5, Maya 2025 and Blender 4.2.

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.

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.

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.

How to find correct settings for a scripted pipeline
In this post we'll cover how to find the correct settings for a scripted pipeline by exporting a pipeline created using the user interface.

Customize your Simplygon pipelines
This blog will cover how to customize your Simplygon pipelines in 3ds Max, Maya, Unity and Blender. Customizing pipelines allows you to share presets for different kinds of assets with your team. Defining pipelines for different asset categories can be seen as a step to fully automating your asset 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.

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.

Optimizing assets made of both quads and triangles
In this post we'll showcase how to reduce meshes containing both quads and triangles. We are going to use both the triangle reducer and new quad reducer along with vertex locks.

What's new in Simplygon 10
The Simplygon 10 release brings a couple of real hero features to the game. In this version we have added a quad reducer and processor that helps with protecting seams when optimizing modular content.
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