Hello all and thanks for taking the time to stop by my post. As somewhat of a newbie to 3d modeling I’m here looking for some advice and help. At current I have been getting myself familiar with blender and doing some tutorials and quite basic models as I build up new skills and so far I’m picking things up quite quickly and feel Im ready to try some things myself and even try a very basic animation. what one thing I struggle with is sizing of objects .
so far I have either just been using what tutorials have suggested or used images. When creating models that are things in the real world is it best to try and create them to a real world scale or does it not really matter ? I want my objects in my scenes to not look out of place or just odd, for example I am planing on building a 4-5 story building and I would hate for it to look out of place next to my basic character I plan to make that would be representing a person if 5ft8-6ft.
My overall idea for a basic animation is I want my character to be in his apartment then walk out into hallway and walk down the stairs outside and then down the street ,now I learned how to do walk animations and how to build things for the scene but scale wise I’m not sure how to ensure everything looks normal . Also wondering what is the best way to model each different part of the scene ,is it best to model it all in one for example build an apartment block then hide walls and build the apartment within or build separate ,as I am wondering how to ensure that the building doesn’t look to small to house the apartment n vise versa.
Any support on this would be fantastic , If anyone knows of any videos to watch on this or just anything people think would be helpful I’m all ears. Thanks ![]()
Welcome to BA and the world of Blender!
Your question isn’t an easy one to answer, there are just so many variables. Some standards also need to be remembered to stop errors from cropping up as you work with Blender…
- Blender works poorly with VERY LARGE or VERY SMALL scenes. Just remember that!
It is a good idea to work on a real-world scale for real-world objects, it makes things easier all around! That is true up to a point, and that point is (reread number one!) Using the real-world scale on a 5-story building… so what to do…only have a low poly object for the full building and it doesn’t need to be real-world scale just proportionally scale to fit into a scene ( like an external street scene for an over-all shot, that the character is also made low poly and at a distance so details aren’t needed. ( Called LODs ( Level of Details )).
So you have one animated character for close-ups and one for distance…
The same goes for the building ( and what you want the shots to be), make different parts for different scenes, just like is done in the real world, on the TV shows. Just trying to animate a character in a full interior of a 5 story building would be a nightmare! But in a “stage” room with only 2 or 3 walls and no ceiling makes things far easier!
My advice is to “BREAK it down”, and use a detailed script for reference of what is needed for each scene, you could even do simple storyboards to help map key points.
Good Luck with your project and feel free to ask for help at any point.
Happy Blending!
One of the main places where side does indeed matter is with simulations (unfortunately not Blender’s strong suit).
For everything else, you can fudge the size and not have to be overly concerned with matching real-life exactly. If I was making a city, I’d be looking into making my skyscrapers in the 10m to 30m range max.