3D OPTIMIZATION SOLUTION FOR VIDEO GAMES
Simplygon is the industry leading 3D optimization solution for video games,
used by leading developers to automatically generate game-ready Level Of Detail models (LODs) and low-poly content for any platform.
Simplygon is primarily designed for producing anything from MMO and console, to mobile games.
It can however be used for any 3D applications based on modern game-engine technology.
Simplygon is primarily designed for producing anything from MMO and console,
to mobile games. It can however be used for any 3D applications based on modern game-engine technology.
- Skinning Preservation
- Max integration (UI and Script support)
- Maya integration (UI and Script support)
- FBX file support
- Settings files
- Vertex lock
- LOD bar
- Unified User interface
Resolution Based 3D Level of Details
Simplygon is based on new paradigm for 3D optimization, where all LODs are made for a specific pixel resolution.
This is done by removing as much information as possible without degrading the quality of the LOD, for a certain onscreen size.
This also means that AutoLODs carry one-to-one relations between display size, camera distance, texture attributes and triangle count,
making it very easy for your LOD engine to handle AutoLODs in runtime.
Simplygon uses proprietary mesh reduction,which keeps all the geometrical LOD attributes,
and also guarantees the visual quality of LOD switching by respecting all critical features.
In addition to geometry reduction, material LODs can be automatically created through re-calclation of new UVs and baking of new maps.
The result is, contrary to what all other mesh reduction algorithms produce, AutoLODs that can directly be used inside AAA games. Key Features
A unique revolutionary technology, Proxy LODs are made by generating a proxy mesh (re-meshing) and a new set of textures (proxy maps),
that resemble a copy of the base model.
In large scenes ProxyLODs can replace large groups of static objects,
containing many materials and meshes, thereby significantly reducing the number of draw calls and triangle counts.
This technology can also be used for creating low-poly models from game as well as non-game data types such as 3D scan and 3D CAD data.