i just recently started using Blender and have run into a problem that i hope won’t be one in the end.
Coming from Lightwave i am used to the fact that i can model/edit my meshes with absolute metric measures. If i wanted to move a point exactly 4mm on the y-axis then i could do just that.
If i measured a realworld object beforehand i could use these exact measures in Lightwave and
recreate the object easily.
I just don’t get how to approach this workflow in Blender.
Let’s take the simple task of recreating a box of cigarettes which is 8.5cm/5.4cm/2cm.
First I switched to metric in my scene settings, added a cube in object mode and scaled it
accordingly using the “dimensions” settings.
This seems to be the worst way of doing things since it messes up the uv-unwrapping and won’t work for more complex models at all.
So i’m switching to the editing mode, where the metric system seems to be completely absent and i can only work with relative numbers. Every scale operation starts of with the base value of 1. So in this case i went ahead, chose z-axis as my orientation point and calculated the relative proportions.
If z = 1 (8.5cm) then x must be 0.635 (5.4cm) and y must be 0.235 (2cm). Hell yeah, my proportions are right and I can even uv-unwrap the mesh correctly, good!
But honestly, this can’t be it right? What if i wanted to move a vertex up by 5mm now? Do i have to
take out my calculator again?
In the end i want to import the models into unity keeping the scale 1:1.
Any help would be appreciated, i think it’s just me misunderstanding the concept here.