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.
Read more >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.
Read more >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.
Read more >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.
Read more >With Simplygon 10.0 we introduced tessellated attributes. In this post we'll showcase how to use them to speed up high resolution remeshings where we only care about surface details.
Read more >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.
Read more >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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