SaaS ideas your next customers are already looking for
100 SaaS startup ideas for the people who said they'd pay, from agency owners to dentists. Micro SaaS ideas, AI SaaS ideas and B2B SaaS ideas: find yours, build it, sign them up.
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Pain points in business: what people struggle with
Search the problems to solve, as people described them on Reddit and other platforms, in their own words.
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Manual 3D Asset Pipelines
Developers and artists waste time on repetitive, error-prone manual steps when moving, converting, and optimizing 3D assets across tools and engines.
In their words
I use Geometry Nodes daily and love Blender, but these have been consistent friction points in my broadcast workflows.
If you can make this I’d gladly pay for it. It’s mind blowing to me that nothing like this seems to exist yet
I take the WSM and place it in a fresh level. Add some grass and change the seed immediately these issues creep up.
Is there any way to get a trial version of PRO for a period long enough to work on a specific project?
I have a hand drawn avatar that I'm very fond of and would love to have an easy to use software that is actively supported instead of cobbling together old software and praying it works.
The enscape and Archicad workflow is pretty clumsy - I end up re-doing it it for every project.
My Godot export was 4.5 GB... It is now down to 763 MB
it looks like microwaved dog poop and very unnatural... one player's first response was "dude I think Foundry is bugged, I see some weird lines"
Clients revise architecture 50 times a project... In Blender, re-importing updated geometry destroys hours of work.
i might buy it but i have trauma from some other physics object placement tool being so janky it would delete objects or the UI would randomly dissappear.
Our animation pipeline is insanely labor intensive, but I don't see an alternative, am I doomed to suffer in photoshop?
these videos use alot of text and that preset/animation is needed on them
I run a ceramics shop and getting realistic glaze textures on 3D models used to require outside software.
3D artists and game developers
Where they talk
- r/Unity3D
- r/gamedev
- r/godot
- r/blender
- r/aigamedev
- r/UnrealEngine5
- r/Houdini
- r/unrealengine
Tools they use today
- Blender
- Unreal Engine
- Godot
- Unity
- Houdini
- Maya
- Photoshop
- Roblox Studio
Why those fall short
- no generic RBF node; workaround is messy and rotation interpolation overshoots
- collision distance can't be set small enough; scaling increases render time
- scaling up slows previews, breaks shaders and shadows
- Dependency graph misses dynamic load() paths; no built-in packed-asset size list
- Unreal mobile optimization expertise is scarce
Map of ideas
Drawing the map…





