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New York-based startup Sketchfab has been acquired by Epic Games, the company behind Fortnite and Unreal Engine. Sketchfab has been building a platform to upload, download, view, share, sell and buy 3D assets. Essentially, it is the leading repository for 3D files on the web.
Epic Games isn’t disclosing the terms of the deal. Sketchfab will still operate as a separate brand and offering. Epic Games also says that all integrations with third-party tools will remain available, including with Unity.
The deal makes a ton of sense as Epic Games has been developing — and acquiring — some of the most popular creation tools. Unreal Engine has been one of the most popular video game engines of the past couple of decades.
More recently, Unreal Engine has been used for different use cases beyond video games, such as special effects, 3D explorations of virtual worlds, mixed reality projects and more.
But an engine without assets is pretty useless. That’s why creators either design their own 2D and 3D assets, outsource this process or buy assets directly. It led to the creation of an entire ecosystem of assets and creators.
Epic Games has its own Unreal Engine marketplace, but Sketchfab has been working on building the definitive 3D marketplace for many years with three important pillars — technology, reach and collaboration.
On the technology front, Sketchfab lets you view 3D models on any platform. The Sketchfab viewer works with all major browsers on both desktop and mobile — you can see an example on Sketchfab. It also works with VR headsets. You can upload 3D models from your favorite 3D modeling app, such as Blender, 3ds Max, Maya, Cinema 4D and Substance Painter.
Sketchfab can also convert any format into glTF and USDZ file formats. Those formats work particularly well on Android and iOS.
When it comes to reach, Sketchfab has grown tremendously over the years. In 2018, the company shared some metrics — 1 billion views, 2 million members and 3 million 3D models. Around the same time, the company launched a store so that creators can buy and sell assets directly on the platform.
Finally, Sketchfab launched an interesting feature for companies that work with 3D models all the time — Sketchfab for Teams. It’s a software-as-a-service play that lets you share a Sketchfab account with the rest of the team. Essentially, it works a bit like a shared Google Drive folder — but for 3D models.
With today’s acquisition, Epic Games is making some immediate changes. Starting today, store fees have been reduced from 30% to 12% — just like on the Epic Games Store. The company lowered commissions on ArtStation immediately after acquiring ArtStation, as well.
As for Sketchfab users paying a monthly subscription fee, everything is a bit cheaper now. All features in the Plus plan are now available for free, all features in the Pro plan are available to Plus subscribers, etc.
“We built Sketchfab with a mission to empower a new era of creativity and provide a service for creators to showcase their work online and make 3D content accessible,” Sketchfab co-founder and CEO Alban Denoyel said in the announcement. “Joining Epic will enable us to accelerate the development of Sketchfab and our powerful online toolset, all while providing an even greater experience for creators. We are proud to work alongside Epic to build the Metaverse and enable creators to take their work even further.”
With the acquisitions of ArtStation and Capturing Reality, Epic Games has been on an acquisition spree. It’s clear that the company wants to build an end-to-end developer suite for the gaming industry.
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Zwift, a 350-person, Long Beach, California-based online fitness platform that immerses cyclists and runners in 3D-generated worlds, just raised a hefty $450 million in funding led by the investment firm KKR in exchange for a minority stake in its business.
Permira, the Amazon Alexa Fund and Specialized Bicycle’s venture capital fund, Zone 5 Ventures, also joined the round, alongside earlier backers Highland Europe, Novator, Causeway Media and True, which is a Europe-based consumer specialist firm.
Zwift has now raised $620 million altogether and is valued at north of $1 billion.
Why such a big round? Right now, the company just makes an app, albeit a popular one.
Since its 2015 founding, 2.5 million people have signed up to enter a world that, as Outside magazine once described it, is “part social-media platform, part personal trainer, part computer game.” That particular combination makes Zwift’s app appealing to both recreational riders and pros looking to train no matter the conditions outside.
The company declined to share its active subscriber numbers with us — Zwift charges $15 per month for its service — but it seemingly has a loyal base of users. For example, 117,000 of them competed in a virtual version of the Tour de France that Zwift hosted in July after it was chosen by the official race organizer of the real tour as its partner on the event.
Which leads us back to this giant round and what it will be used for. Today, in order to use the app, Zwift’s biking adherents need to buy their own smart trainers, which can cost anywhere from $300 to $700 and are made by brands like Elite and Wahoo. Meanwhile, runners use Zwift’s app with their own treadmills.
Now, Zwift is jumping headfirst into the hardware business itself. Though a spokesman for the company said it can’t discuss any particulars — “It takes time to develop hardware properly, and COVID has placed increased pressure on production” — it is hoping to bring its first product to market “as soon as possible.”
He added that the hardware will make Zwift a “more immersive and seamless experience for users.”
Either way, the direction isn’t a surprising one for the company, and we don’t say that merely because Specialized participated in this round as a strategic backer. Co-founder and CEO Eric Min has told us in the past that the company hoped to produce its own trainers some day.
Given the runaway success of the in-home fitness company Peloton, it wouldn’t be surprising to see a treadmill follow, or even a different product entirely. Said the Zwift spokesman, “In the future, it’s possible that we could bring in other disciplines or a more gamified experience.” (It will have expert advice in this area if it does, given that Zwift just brought aboard Ilkka Paananen, the co-founder and CEO of Finnish gaming company Supercell, as an investor and board member.)
In the meantime, the company tells us not to expect the kind of classes that have proven so successful for Peloton, tempting as it may be to draw parallels.
While Zwift prides itself on users’ ability to organize group rides and runs and workouts, classes, says its spokesman, are “not in the offing.”
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The growth of augmented and virtual reality applications and hardware is ushering in a new age of digital media and imaging technologies, and startups that are putting themselves at the center of that are attracting interest.
TechCrunch has learned and confirmed that Matterport — which started out making cameras but has since diversified into a wider platform to capture, create, search and utilise 3D imagery of interior and enclosed spaces in immersive real estate, design, insurance and other B2C and B2B applications — has raised $48 million. Sources tell us the money came at a pre-money valuation of around $325 million, although the company is not commenting on that.
From what we understand, the funding is coming ahead of a larger growth round from existing and new investors, to tap into what they see as a big opportunity for building and providing (as a service) highly accurate 3D images of enclosed spaces.
The company in December appointed a new CEO, RJ Pittman — who had been the chief product officer at eBay, and before that held executive roles at Apple and Google — to help fill out that bigger strategy.
Matterport had raised just under $63 million prior to this and had been valued at around $207 million, according to PitchBook estimates.This current round is coming from existing backers, which include Lux Capital, DCM, Qualcomm Ventures and more.
Matterport’s roots are in high-end cameras built to capture multiple images to create 3D interior imagery for a variety of applications, from interior design and real estate to gaming. Changing tides in the worlds of industry and hardware have somewhat shifted its course.

On the hardware side, we’ve seen a rise in the functionality of smartphone cameras, as well as a proliferation of specialised 3D cameras at lower price points. So while Matterport still sells its own high-end cameras, it is also starting to work with less expensive devices with spherical lenses — such as the Ricoh Theta, which is nearly 10 times less expensive than Matterport’s Pro2 camera — and smartphones.
Using an AI engine — which it has been building for some time — packaged into a service it calls Matterport Cloud 3.0, it converts 2D panoramic and 360-degree images into 3D images. (Matterport Cloud 3.0 is currently in beta and will be launching fully on the 18th of March, initially supporting the Ricoh Theta V, the Theta Z1, the Insta360 ONE X and the Leica Geosystems BLK360 laser scanner.)
Matterport is further using this technology to grow its wider database of images. It already has racked up 1.6 million 3D images and millions of 2D images, and at its current growth rate, the aim is to expand its library to 100 million in the coming years, positioning it as a Getty for 3D enclosed images.
These, in turn, will be used in two ways: to feed Matterport’s machine learning to train it to create better and faster 3D images; and to become part of a wider library, accessible to other businesses by way of a set of APIs.
And, from what I understand, the object will not just be to use images as they are: people would be able to manipulate the images to, for example, remove all the furniture in a room and re-stage it completely without needing to physically do that work ahead of listing a house for sale. Another is adding immersive interior shots into mapping applications like Google’s Street View.
“We are a data company,” Pittman told me when I met him for coffee last month.
The ability to convert 2D into 3D images using artificial intelligence to help automate the process is a potentially big area that Matterport, and its investors, believe will be in increasing demand. That’s not just because people still think there will one day be a bigger market for virtual reality headsets, which will need more interesting content, but because we as consumers already have come to expect more realistic and immersive experiences today, even when viewing things on regular screens — and because B2B and enterprise services (for example design or insurance applications) have also grown in sophistication and now require these kinds of images.
(That demand is driving the creation of other kinds of 3D imaging startups, too. Threedy.ai launched last week with a seed round from a number of angels and VCs to perform a similar kind of 2D-to-3D mapping technique for objects rather than interior spaces. It is already working with a number of e-commerce sites to bypass some of the costs and inefficiencies of more established, manual methods of 3D rendering.)
While Matterport is doubling down on its cloud services strategy, it also has been making some hires to take the business to its next steps. In addition to Pittman, they have added Dave Lippman, formerly design head at eBay, as its chief design officer; and engineering veteran Lou Marzano as its VP of hardware, R&D and manufacturing, with more hires to come.
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Adobe today announced that it has acquired Allegorithmic, the French company behind the Substance tools for creating textures that are widely used by AAA game creators, as well as visual effects artists, animators and designers. Over time, Adobe will bring many of Allegorithmic’s technologies to its various Creative Cloud tools, many of which already offer complementary tools. Beyond those integrations, though, what this acquisition is really about is the fact that 3D design and creating 3D content is becoming increasingly important for the creatives who use Adobe’s tools. With Adobe Dimension and, more recently, Project Aero for creating AR experiences, the company has started focusing on 3D, and this acquisition will bring both talent and technology to the company.
It’s worth noting that Adobe previously invested in Allegorithmic and that Dimension already features integration with Substance, so today’s announcement has clearly been in the works for a while.

As Adobe’s chief product officer Scott Belsky told me, it’s worth remembering that many of Adobe’s most important products today were acquisitions, including Photoshop back in 1990. “Adobe is a company that has always embraced new DNA and has grown through these critical acquisitions,” he said, and noted that Adobe always looks to these acquisitions to see how it can change through them — not how it can change the company it acquires. “For Creative Cloud, this is one of these acquisitions,” he added.
He also noted that while Substance has been around for more than 15 years, there’s a lot of tailwind in the industry now that it’s often easier to render and image than set up a photo or video shoot and then edit and retouch those images. Adobe, of course, wants to catch as much of that tailwind as possible.

Adobe’s Stefano Corazza, who is the company’s head of AR, also noted that the Allegorithmic team was among the first to focus on physics-based rendering and that tools like Substance will become increasingly important as creatives try to build realistic AR experiences that need to be as photorealistic as possible — and to do that, you need to be able to create materials that are able to reflect light properly, for example. He also stressed that new technologies like Nvidia’s RTX raytracing hardware will keep pushing the boundaries on photo realism.
The current Substance product line will remain intact, by the way. Adobe obviously knows that it is acquiring a set of tools that have been used for creating games like Assassin’s Creed, Forza and Call of Duty, but also movies like Blade Runner 2049. Those use cases aren’t going away. But while Adobe obviously has a long history in the movie industry, this is also a move that takes it deeper into the world of game development. Don’t expect to see Adobe launch a competitor to Unity or other game development tools, though. What Belsky seems to be more interested in — besides the existing use cases — is to enable a wider range of people to make objects in games, for example. He noted there’s already a flourishing number of games that allow players to use their own objects and textures, for example, and Adobe wants to offer tools for them, too.
The two companies did not disclose the price of the acquisition.
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Boutique Android phone makers didn’t have a good 2017, but RED aims to reverse that trend with its high-end Hydrogen handset, which founder Jim Jannard talks up in a recent post on the company’s forums. The chunky, unique device will ship in the summer, but those who have pre-ordered will be able to test out its “4-view” display in April. Read More
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Sketchfab just launched a store so that you can buy and sell 3D models and reuse them in commercial projects. This is a major new feature for Sketchfab, which has become one of the biggest repositories of 3D models on the web. It feels like Sketchfab is becoming a sort of stock photography site, except that it’s all about 3D models. While Sketchfab already has 2 million 3D models on… Read More
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Ikea is a leader among those that have pushed the limits when it comes to using digital imaging to take product marketing to the next level. When you look at an Ikea catalog or its website, you might think you are looking at rooms full of Swedish sofas, coffee tables and stylish lamps, but you’re actually looking at highly realistic, but digitally manipulated 3D facsimiles — the… Read More
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Startups working on high-quality immersive visuals and the tech to achieve them are in demand these days, and today one that focuses specifically on interactive outdoor and indoor 3D mapping is announcing a round of funding to help fuel its growth.
London-based eeGeo, which works with the likes of Cisco, Samsung and more on mapping applications for consumers and businesses, has raised $5… Read More
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There I stood, about a foot away from a mother and her newborn baby. The mother was talking to her daughter in a video captured in virtual reality for the child to see one day when she’s older. It was realistic. Almost scarily so. I was able to walk around a “room” and watch the mother speaking from every angle, including behind her. I’ve never seen that much human… Read More
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