Tag Archives: optimization

Freebie Friday! Free Texture Atlasing Tools for 3ds Max, Maya, Blender, even Unity!

By | February 19, 2016

A brief Freebie Friday linking you to Texture Atlasing tools! In a previous post we discussed why texture atlasing is important and in yet another post, how to go about it. We mentioned that texture atlasing can be accomplished for free outside of Unity. Here are those tools! 3Ds Max: Texture Atlas Generator: http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator Maya:… Read More »

Developer Blog – Texture Atlasing.

By | February 17, 2016

As described previously, if we combine textures that share shaders we can reduce the number of materials. If we reduce the number of materials, we increase the number of meshes eligible for Static Batching . More Batching means less set pass calls. Less set pass calls means greater performance. So, according to the law of… Read More »

Developer Blog – VR is Mobile VR is All About Optimization

By | February 1, 2016

I’m working on a VR project! I learn stuff and share stuff, some of which is awesome! It is not wrong to synonomize VR with mobile VR. Adoption rates for Android cell phones, obviously, greatly surpass that of dedicated VR hardware. Until the technologies merge completely, cell phones will always have greater market penetration. That’s… Read More »

Meetup Mondays! Game Artist Philipp Schmidt Helps Us Optimize!

By | January 11, 2016

Preface: Philip was very helpful in our email conversations. Unfortunately, I didn’t receive a response regarding this interview. I’m choosing to run my half of the interview anyways as it highlights some of the issues I’ve encountered optimizing for mobile. I’ve had some difficulty finding information on baking light maps into a mobile scene. There’s… Read More »