Mesh Simplify - Quickly reduce polygon count on your 3D models

Hello guys!

We are happy to announce a new Unity extension:

Edit:
Good news! We have been greenlighted by the Asset Store.
The extension is now available at Unity Asset Store - The Best Assets for Game Making

Mesh Simplify is a powerful Unity extension that allows you to quickly reduce polygon count on your 3D models using just a single click.
Mesh simplification is especially useful when importing high resolution meshes or targeting lower end mobile platforms where low polycount is key.
Our Automatic LOD package includes Mesh Simplify in its full extension, so if LOD management is required please consider getting our Automatic LOD package instead.

Features:

  • Simplify / decimate meshes procedurally using just one click
  • Finetune mesh simplification using different parameters
  • Select mesh areas that should have less priority or more priority during polygoncount reduction.
  • Mesh simplifier supports both static and skinned meshes!
  • Includes full source code
  • Includes high quality 3D models and sample scenes seen on the screenshots
  • Clean, easy to use and powerful UI with multiediting support
  • Valid for all platforms! Especially useful on mobile
  • Supports complex object hierarchies with sub-objects and multiple materials

Demos:

Windows: http://bit.do/baJQL
Mac: http://bit.do/baJQ3

Youtube video:

Screenshots:




Good news! We have been greenlighted by the Asset Store.
The extension is now available at Unity Asset Store - The Best Assets for Game Making

Hi
Does this work on skinned meshes?

This tool looks quite powerful…difficult to get any good reviews on all the various mesh reduction tools. Will Mesh Simplify help with my issue?
http://answers.unity3d.com/questions/1037260/moire-issue-caused-by-too-detailed-mesh.html
You can seeI need to reduce the number of vertical lines in my mesh.

Yes! you can. Check it out in the video. It works with all kinds of meshes and setups :slight_smile:

That looks more like an AA issue. You probably have deferred rendering activated and no AA support :frowning:

Is BlendShape data conserved after mesh simplification?

Hello Xoduz! Can you send me an example object so I can check it out? my e-mail is info@ultimategametools.com

Sure. Sent you an e-mail with a basic human model with a single blendshape on it. After importing to Unity, increase the “Bloat” blendshape value on the character’s mesh to make it appear… well… bloated :slight_smile:

Not at the moment, but I think I will have it working in no time :slight_smile:

Very happy to find this asset at the store! I though of dropping by just to ask a quick question. Would it be possible to use your asset to erase interior parts of meshes? I have an application where big objects are generated procedurally, by aggregating other small prefab meshes. However, in the end, although I got fairly satisfactory results, I end up with plenty of vertices and faces inside the final object. I wonder if your tool would help me deleting those? Thanks anyway and congrats for the great asset.

Sure! If you check the video at 2:40 you can see how to assign priorities to vertices. In your case I would select all interior vertices and assign them -1 priority :slight_smile:

Wow, that sounds pretty awesome. And yours is a smart idea: I should go for a runtime simplification passed via script after my objects are procedurally generated and then set the priority of inner vertices to -1, right? I guess now the challenge is how to select inner vertices of objects procedurally generated objects, since they have random shapes. Do you think your asset has any tool that might help in that or would you recommend any other asset/script that I could buy together with yours so to achieve that? Many thanks for the quick and warm reply.

That’s a tricky part. There is a lot of literature about testing whether a 3D point lies inside an arbitrary mesh. A very common algorithm is described here: http://objectmix.com/graphics/132802-efficient-calculation-point-inside-outside-mesh-intersectionlocation.html#post460971
If you think about it, that solves your whole problem because you simply need to go through the mesh and eliminate those triangles that have one or more vertices inside the mesh :slight_smile:

Awesome! Many thanks for taking the time to pass me that link. I will give it a try tomorrow, as well as in the solutions I found (Finding if point is contained within irregular mesh - Questions & Answers - Unity Discussions). As soon as I get the proper code, I will let you know how this ended up working in combination with your asset. Best!

Version 1.01 has been submitted. Waiting for approval :slight_smile:

1 Like

Just bought it and found that it has issues with optimizing flat models. Try optimizing default unity’s Plane mesh.

Also here is my example model. It generates many wrong triangles when mesh is flat.

2693258–190564–terrain.zip (41.6 KB)

i try it with unity4.3.3
after use “compute mesh” the object come invisibile when run game
any idea why this happen ?

Did you activate the “Enable Prefab Usage” checkbox? That will save your meshes to disk and enable instancing/prefabs

yes i did
after click save file with name mesh_CarStripe7828 in “Asset folder”

i don’t think it work because no file save in dir

look

https://www.youtube.com/watch?v=8uM0f7n8kUs