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While this is very cool, it raises the cost to produce and deliver comics by an order(s) of magnitude.

Comics have always been a easy low cost way for artists or even people with just idea's to communicate their ideas.

For an extreme example of this http://www.qwantz.com/ Where the ideas are amazing, but he uses the same few cells for ALL of the comics.

This comes from someone who has worked with 3D content for years, and I see mesh based 3D as the Ultimate machine in handing power to people with money.



Also, can you explain your last comment further?


The current level of art assets requires displacement maps, specular maps, texture maps, a zbrush high poly model, lods models, and physics models. While all of these things are very doable, in order to DO them, you takes highly skilled artisans. Highly trained artisans are expensive. Therefore if you want to create some new art assets it takes lots of money. Lots of money means getting investors. Investors mean giving up significant amounts of equity. Which means you have a very narrow window in which to succeed and if you do, they benefit disproportionately.


This kind of 3D is a lot more accessible (via Tilt Brush) than mesh-based 3D.


'Comics' is a wide enough form to accommodate many different methods and timelines of production. If you look to the world of Print comics the intentions are often quite different from web and the production is as well. Everything from Chris Ware's super intricate spreads to XKCD's deceptive simplicity to Qwantz' focus on text (which I imagine is harder than one might think) has a place under the umbrella.




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