Simplygon Studios

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Simplygon Studios

Simplygon Studios

@simplygon

The Standard in 3D games content optimization.

Linköping, Sverige Katılım Eylül 2009
833 Takip Edilen3.1K Takipçiler
Simplygon Studios
Simplygon Studios@simplygon·
In this blog, we will look at five different tools for automated vegetation asset optimization. We will go in order from those suitable for closer distances to those to be used when the vegetation is further away. simplygon.com/posts/aba6ae7b… #gamedev
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Simplygon Studios
Simplygon Studios@simplygon·
Level up your character LOD pipeline with Simplygon ⚙️ This post covers 3 advanced techniques: 🔨 Quad reduction 🔨 Modular seams 🔨 Simplified shaders via vertex color casting Read more 👇 simplygon.com/posts/2f2ae287… #gamedev
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Simplygon Studios
Simplygon Studios@simplygon·
Simplygon's part remover can be used in a reduction pipeline. It allows you to clean up any small disconnected part from your model. Perfect to use in combination with reduction for LOD generation. simplygon.com/posts/7f497e89… #gamedev
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Simplygon Studios
Simplygon Studios@simplygon·
With vertex weights, you can let artists control the optimization—both UV scaling and geometry quality. This lets you keep your #gamedev 3D content‑optimization pipelines fully automated. Here’s how to do it in #3dsMax with Simplygon. simplygon.com/posts/ae19d96e…
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Simplygon Studios
Simplygon Studios@simplygon·
In this blog post, we show how to use Simplygon to optimize a #Unity scene with visibility culling. This allows us to remove geometry that is never visible from the player’s point of view, reducing both overdraw and the number of triangles. simplygon.com/posts/bf1c6967… #gamedev
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Simplygon Studios
Simplygon Studios@simplygon·
Why introduce new materials when remeshing? In this blog, we show how to bake proxy textures back into the original atlas. This allows you to reuse the same material for your distant proxy models. simplygon.com/posts/453cebf8… #gamedev
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Simplygon Studios
Simplygon Studios@simplygon·
Optimizing thin, perforated structures (bridges, scaffolding, trusses) breaks traditional reduction due to too many holes and poor connectivity. This post shows how Billboard Cloud Outer Shell impostors preserve silhouette and density. ➜ simplygon.com/posts/a2ea9a66… #gamedev
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Simplygon Studios
Simplygon Studios@simplygon·
Take your #gamedev character LOD pipeline to the next level with Simplygon 💥 In this post we dive into: 🔨 Quad reduction 🔨 Modular seams 🔨 Simplified shaders via vertex color casting 👉 simplygon.com/posts/2f2ae287…
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Simplygon Studios
Simplygon Studios@simplygon·
We’re honored to once again co‑host Chief Tech Omnium at #GDC!
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Simplygon Studios
Simplygon Studios@simplygon·
In the latest Simplygon #3dsmax blog, we showcase how to influence geometric quality and UV scaling in a combined quad‑reduction and material‑merging pipeline. This allows your artists to guide the optimization using vertex colors. simplygon.com/posts/ae19d96e… #gamedev
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