They need 3D people. It sounds not good for an artist, but that is true. Our customers don’t need characters in terms of the game industry. Simulators makers are practical persons, and they don’t want to invest money into things that are not directly simulation subjects. In the vast majority of training systems, people are absent at all; others are somewhere in between “Could have” and “Won’t have” speaking in prioritization terms. In the cases where they must be, the main requirements to models are their functionality and professional authenticity, not their art value.
Functionality includes, first of all, compatibility with the target software platform and a set of characteristics necessary for a successful simulation. Besides, customers are often guided by a minimum valuable product principle. That’s why lots of restrictions impose 3D people models – budget, number of polygons, textures, bones in a rig, etc. It’s not a secret that in most professional systems, graphics quality is not one of the computing and financial priorities.
Professional authenticity includes precise modeling of uniforms and instruments typical for a profession required. And this point very often presents a big challenge for an artist or a project manager. That’s because both a customer and an end-user finally belong to the same or a neighboring profession, and even slight outfit mistakes are often considered as fatal. You may create a character without ears, and it will be accepted, but the absence of an arm pocket may cause a storm of critics.
So our recipe how to effectively create characters for a professional industry: