Level design and scale?

I tried to look around, but I thought to throw the question in here also.

So I have a basic first person setup with a fairly realistic scaling (player height is 1,75 meters and camera is set up around 168 cm). I use Blender’s Metric units.
First thing I noticed when putting up a wall, door and a few things is that the view doesn’t look like it should. Even if the room is fairly large,
for example 3x3 meters, it still looks very tight and small in game.

My questions are:

  1. Any tips on which camera settings should I use for natural good view?
  2. Should I scale everything up a bit to make everything feel more spacy or are there other general tricks?
  1. Any tips on which camera settings should I use for natural good view?

Most will say the standard camera view is good enough, but like you… i want to know a good setting aswell :).

Should I scale everything up a bit to make everything feel more spacy or are there other general tricks?

It’s up to you, but i wont scle a thing if u are using real sizes.

I had the same, it looked so small, while i made a room 20x20 meters.
but once u fill in the blanks (like textures, chars, tables, boxes etc.) u will see that the scale is right and that the room is getting bigger then u thought.

But mostly the camera gives u that thight feeling. thats why i am looking for a solid camera setup aswell.

Hello Mperonen,

You need to keep in mind that Blender Game Engine Physics is scaled to Blender units. So the initial cube is kind of the integer here :wink:

I guess is better to scale your scene observing the physics pannel for the game engine. Don’t forget to set the pannel to Blender game. Another interesting option is the “show physics visualization” option. Avoid radius minor than 1.0.

For characters I would recommend a radius of 3.0 to give some margin for collisions if you are going by dynamic collision type. “Character” collision type is more precise BTW. I believe the trick is not to be literal when using the game engine since it’s a simplified model.

For a natural camera setup keep it’s aperture (focal length) at 60.00 mm.

Another good practice is to avoid long polygons for collision calculation, sometimes it’s better to have an invisible cage around to get a better collision result in realtime.

Yours,

Ortiz

I think its more important to make sure the scale of objects relative to each other is perfected. You have an average height for your character, so just make sure doors are around 7feet, ceilings are around 7.5 feet etc… If you make sure the scales of objects are properly sized to each other then things will start to come together. Then you just have to play with the cameras focal length until you get something that feels comfortable and relatively realistic.

Scaling everything up is not really going to change much, apart from the physics, which I don’t think is your problem. So yea, make sure that everything is scaled appropriately relative to each other.

For a natural camera setup keep it’s aperture (focal length) at 60.00 mm.

60? i think thats to close (dunno but thats how i feel) i got the cam focal on 30 MM and sensor at 45.

This gives me a more real look through the camera. a hallway is a hallway instead of a doorway lol.
Or do u think this is wrong?

Change the camera lens to 19.

Cotax, People, Im sorry I did a mistake. The central angle of view for the human eye is about 60°. Im not sure about the aperture (focal length), looks like it’s variable too and it’s a value more close to 20mm. What do you mean by sensor?

http://www.plaatjesdump.nl/upload/652c896ff2214b1e77a5f40933b06ccb.png

The trick to setting your camera sensor/angle is it depends on how far away from your screen you sit, and how big it is. The angle of the view should roughly match up with the angle of your vision that the monitor (or TV) takes up in your view. This is why console games generally have a much narrower field of view than computer games- while the TV is generally bigger than a monitor you are generally sitting proportionally farther away, so it takes up a smaller slice of your vision.

Typically a desktop/computer game field of view is about 80-90 degrees, as the monitor usually fills your central vision plus some of your peripheral vision (a TV in a living room generally doesn’t fill much or any peripheral vision)

However, as far as field of view goes, numbers and statistics should guide you but ultimately you should go with what feels right. Adjust the angle until you get something that is comfortable, and it’s probably a good idea to leave a setting available to players so they can adjust it too if they like.

Heres my take on it… And it’s only personal preference. I like to set my camera to about 50 mm and about 75 for zooming in. The distance from you and objects seems to reveal better detail. And I also don’t even bother with numbers as far as replicating “life size” Sometimes things just look funny to me… I have actually made objects smaller than they should be in certain situations and placed them closer. They appear far away, because they are small, but they are actually close hah! Are minds play tricks on us sometimes. So sometimes you have to be an artist and you may get a creative look by playing with illusions. Thnks for the reply on my post by the way.

This sounds like trying to make nice pictures with a real camera.

Usually you use wide-angle for indoor scenes. This is pretty good if you want to show things in close range. So it also depends where the camera is (fpv, tpv, birds view etc.).

As this is a game you can fake it. If you think the rooms are pretty small you can move the camera down. But you might also want to move the roof up. Think about architectural styles. They worked with “impressions” (e.g. how to make the viewer feel small).