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.

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.

A look at impostor from single view in Unity HDRP

In this blog post we will take a look at how material casting for Unity HDRP render pipeline allows us to create extremely lightweight impostors. We are also going to cover how to hide LOD pops with cross fading.

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.

Calculating LOD transitions when using triangle ratio as reduction target

This blog covers how to use GetResultDeviation to calculate when to LOD transition. In normal case we strongly recommend to use screen size or max deviation as reduction target, but if you have a specific need which request reduction ratio or exact triangle count this blog will describe how to calculate when to switch to that LOD. We are going to use this to populate a Unity LODComponent. We are also going cover how to reuse materials from LOD0 automatically.

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.

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.

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.

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.

Getting started with custom Simplygon nodes in Houdini

This post will demonstrate how to access the Simplygon Python scripting API through our Houdini plugin. We are going to create a custom geometry node running Simplygon's reduction processor and pass parameters from Houdini's UI to it.

Demystifying vertex colors in 3ds Max

In this blog post we are going to optimize a game character in 3ds Max. We are going to use two sets of vertex colors; one which the game utilized and one which control the reduction.

Create a Blender Add-on for your Simplygon pipeline

In this post we will take the script created in previous blog post and turn it into a simple Blender Add-on with a basic user interface. That allows us to easily share it and makes it easy to use for non-programmers.

Multiple Reduction targets and Stop conditions

Running reduction with multiple Reduction targets and Stop conditions can be a flexible way to run the same reduction settings on a batch of assets targeting a certain quality while simultaneously enforcing a strict performance goal.

A simple reduction script in Unity

This example goes through how to setup a simple reduction script in Unity.

A simple reduction script in Blender

This blog will give you a simple starting point into scripting with Simplygon's Python API in Blender.

What to think about when it comes to LOD transitions

Balancing performance with visual quality by making sure the triangle budget of the LODs end up in the right place.

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