
Simulators’ real-time 3D models’ creation is, in fact, very close to the things game industry artists do, which naturally results in technologies and human resources migration in these areas. But the work in the simulation and training industry is full of contradictions and pain for a game artist. On the one hand, a model must be visualized realistically, which allows speaking about a creative component. On the other hand, a customer expects technically competent 3D models, which allows referring this type of activity to engineering. And here finally comes the third and the most unpleasant moment – 3D content is undoubtedly an important part of any simulator, but the priorities very often belong to software and hardware components. As a result, an artist, like it or not, has to deal with a tight schedule, mass production, and, sometimes, not the most advanced technologies.
So, in this article, I’m going to describe how the EDGED team works in this environment, aggressive to creativity.
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