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

Vertex locks in Unity
In this blog we'll showcase how to use vertex locks in Unity to protect areas during optimization. We do this by editing the Simplygon scene after export from Unity.

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.

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.
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