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Writer's pictureOfer Rubin

Scaling the Digital Production Process


As we’re entering web 3.0, and the “metaverse” it’s no longer necessary to explain to clients why they need to have a digital twin of their products in order to succeed selling online.


Everyone today is looking to solve the scaling problem, ie, not how to create a 3D shoe, or a 3D couch, but how to create 10,000 shoes, and 100,000 couches.

Once this is solved (and I have a few ideas how) 3D artists will transform from highly qualified artists into a much-needed commodity.


When I approach scaling 3D production I view it as creating a virtual factory, with processes, raw material, management issues, teams, QA, and of course analyzing every step along the way to making sure it continually improves, lowers costs, and scales production.


Currently, most companies that claim they can scale 3D products and production rely mainly on 3D artists, which presents high costs and slow delivery times.

The solution will be to automate the 3D process, and - although it won’t happen at once - this will slowly reduce the human/artist work and let the machine/algorithm take over.


When done well, machines will do the work better, faster and cheaper than the artists.


Not to scare off anyone starting to learn 3D, but I would recommend thinking in high-level management terms about 3D processes. Take the time to understand the procedures, and learn how to widen your artistic scope rather than just diving in linearly and trying to become a highly skilled 3D modeler, for example.


You heard it first here - 3D artists are slowly becoming a commodity!

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