Frequently Asked Questions.
Anatomical Questions
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We continuously strive towards "medical accuracy", acknowledging three common concerns of medical professionals.
1. Ethical claims
Sadly, the term "medically accurate anatomy models" has been diluted by numerous illegitimate claims online, by people who often don't appreciate the nuances of the concept, and who see it as merely a marketing catch phrase.2. One size doesn't fit all
The immense diversity of anatomical features as a result of evolutionary adaptations among the billions of individuals who make up the human race makes the claim of a single "anatomically correct" model that is a definitive blueprint to all dubious at best.3. Software limitations
The nature of representing complex anatomy is extremely limited by the spatial restrictions present in the medium of 3D. Examples of this are the way certain tissues gradually morph from hard tissue to soft tissue, the way certain features naturally "intersect" one another, and the shear level of detail that is present at microscopic levels, such as the bronchiole of the lungs and the villi in the small intestine.In light of this, we take steps to achieve accuracy, within the limitations of the subject matter and 3D medium.
How we overcome these challenges
1. 3D Scanning of real life human specimens.
2. Cadaver dissection sessions attended in person by our specialist 3D artists.
3. A thorough and measured review process overseen by professional anatomical experts.
4. Ethics committee approval when human data (such as MRI scans) is used as reference material.
5. Cross-checking structures against respected medical literature.
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Yes, we've really put a great deal of effort into building detail which is important to depict complex anatomical structures, but often overlooked by other artists.
Here are a few highlights:
1. Disarticulated (Beauchêne) Skull. Our skull model includes all relevant structures, including sinus cavities, sulci for meningeal arteries and so on.
2. Complex Heart, including Trabeculae carneae, and Pectinate muscles
3. Fascia compartments for Upper and Lower Limbs, Lesser Omentum and Greater Omentum, Urogenital Peritoneum, Parietal Peritoneum, Precaecocolic Fascia
4.Alimentary System. Muscles of Tongue, Stomach mucosa gastric folds, Omental appendices, Small Intestine mucosa, Large Intestine mucosa, Rectum Mucosa with Anal columns, sinuses and valves
5. Urinary System: Mucosa with Trigone of bladder
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All of them.
Just kidding, but it's a growing list - certainly more than any other model.
We’ve adopted the TERMINOLOGIA ANATOMICA standards as a guide for which anatomical features should be included, confirmed by anatomical experts who understand which elements are of particular importance at a tertiary training level.
Where ever possible we've separated 3D geometry so that it is correctly named and logically laid out. For features that are not conducive to having their own dedicated geometry, we've textured them in, or included them in our checklist which can be supplied on request.
You can also read more about it here.
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We appreciate that for an asset of this caliber to have integrity, due process must be followed from start to finish. Since day one we partnered with the University of Cape Town, who has provided us with a framework of academic processes and procedures to ensure relevance to the medical community. Initially lead by Dr Charles Slater (since retired), and more recently by the university's anatomical training experts, more recently Claire Lewis and Dr Steven Randall
Technical Questions
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Yes... kind of.
Our models are prepared for use in game-engines with formats such as Unreal and Unity, supported by Blender, Maya, Max and Cinema 4D all with PBR (Physically Based Rendering) shaders.
Having said that we're very much building for the future when it comes to quality and detail.
As game developers know it's all about striking a delicate balance between seductive graphics and efficient hardware performance. All that detail we've built comes at a potential processing cost, which we're hoping the good folks at Nvidia, Unreal and Unity will continue to chip away at (they've made remarkable strides since we began in 2012).
Our philosophy has always been to go big (towards the future), and reduce/downscale in the interim until we get there.
The models we supply are detailed and high resolution where needed, but should be easily streamlined by your dev team to optimize for efficiency on a case-by-case basis.
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Yes it is!
We have adopted a very strict set of publishing guidelines to ensure that our model is packaged in the most professional manner. Our naming conventions are consistent and logical, starting with our file names, and all the way down to the naming of geometry and shaders.
We constantly ask ourselves: "If someone who has no knowledge of our work opens up a model, will they be able to navigate it easily?" The answer is always "yes!"
Ease of use highlights:
1. Consistent industry standard naming conventions
2. Hierarchical layout of anatomical systems and elements
3. Medical "grouping" for elements which overlap various systems.
4. Product Info PDF support documents which go into detail regarding technical specifications, quick start guide, and best practices for efficient usage.
Purchasing Questions
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Yes, we do. We understand that investing in content of this caliber is a big commitment, and it's important to us that you'll find value in your purchase. For more info on our guarantee terms, please visit the following page.
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We accept various types of payment, from credit card (via Paypal) to direct bank payments. We accept bank payment sin the following currencies: USD, GBP, EUR, NZD, AUD, ZAR
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Yes, we do. We understand that students and training institutions sometimes need a little extra support when it comes to accessing this type of content. We're always happy to discuss discounted pricing for those in an educational setting. You can read more about the pros and cons of an educational license here.
Please get in touch to discuss your educational needs here.
Licensing Questions
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We offer 3 types of license:
Educational License - Non-commercial (zero commercial gain)
Project License - Commercial (Non-resale of produced content)
Publisher License - Commercial (Re-sale of produced content)
You can find out more and compare these options here.
If you feel that it's not quite clear, or you're concerned that there may be some overlap, it's best to get in touch with as much detail about your circumstances as possible so we can advise which would be most suitable for you.