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For not fully featured 3D editors (which takes so much work, I won't even get started), I think the trick would be to bundle it with something that uses the out
by eerikkivistik 4y ago
For not fully featured 3D editors (which takes so much work, I won't even get started), I think the trick would be to bundle it with something that uses the output and that part generates the revenue. Roblox is a great example of that.
- Wingy 4y agoMost "real" modeling work on Roblox is done in Blender, exported to fbx, and imported to Roblox Studio. Complex models are typically not built in Studio.
- astlouis44 4y agoAre you talking about a platform/portal where the published 3D web content (games, simulations, virtual events) can be discovered and accessed by users?
- eerikkivistik 4y agoI was more referring to having a second product, that leverages the first one. So for example, if you have a simple 3D editor that doesn't compete in features with high-end 3D editors. What you could do, is have a game, where amateur 3d users can use that tool to build content for their own world. That is why I mentioned Roblox as an example.
- kaveh808 4y agoThe solution might be to develop a niche modeling solution with appropriately high level tools for your domain, as opposed to a general polygon modeler.