Should I consider a startup in 3D content creation, Metaverse?

Introduction

The Metaverse days

And it is only going to get more pervasive

Drawing in 3D

Drawing in 3D is hard

Designing a 3D game, scene, level

  • storytelling and scripting
  • design of 3D meshes, items, landscapes, skybox, etc
  • embellish meshes and assets with materials and textures
  • scene and levels composition
  • animation of some meshes
  • coding of interactions, game logic

Would you want to create a startup in the 3D space / Metaverse?

  • 3D tools that are easy-to-use: tools like TinkerCAD are easy to use and should be the standard entry point to any 3D design tool aimed at the general public
  • Create 3D scenes out of existing assets: there are many websites colleting community-created 3D assets. These make the life of casual user easier, but do not provide a consistent look and feel for implementing an entire scene. These assets also mismatch in size, texture definition, polygons count. There is a need for a centralized database of 3D assets like Kenney.
  • Create 3D assets automatically: the Holy Grail is to be able to design an asset with just text: “a blue coffee mug that look like Lego”. A bit of a CLIP / DALL-E for 3D. We may be getting closer to this today, but the way is still long before we can provide consistent style, and fine-detail programmability that artists would want. Yet it may suffice for some casual users. One of the issue is that possibly specifying each 3D point with a neural network is overkill ad ill-posed, as there are much fewer control parameters in assets that one would want to vary.
  • Extend procedural 3D assets: the other way, that is between using fixed assets and neural network created assets, is to use procedural assets that are hierachical. These can be design with less parameters and even graphically (Geometry Nodes and Textures in Blender) and offer a hierarchy as a bonus. They may be just the perfect way to set up a large database.
  • Placing items in a scene: once you have all your assets for your scene, the next step is where to place them. Specify rules, script arrangements, or use a neural network placer?
  • Logic and animation: the ultimate step in 3D (and more) scene design is to be able to specify scene logic, interactions and animations purely with natural language. Today all this is done with computer code, but graphical and visual programming with blocks really helps (Scratch, Dreams, Garage Game Builder). Animations are more complicated and will require tools that can transfer them from a video to a character, or from a character to another character with different bone structure.

Who are you and your customer?

What is out there?

Game making ecosystems

References

AI research tools

Making games

About the author

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I dream and build new technology

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Eugenio Culurciello

Eugenio Culurciello

I dream and build new technology

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