Hi ,thanks for taking the time to read. I had come across another user who asked a very similar question but can’t find it so apologies for the same question.
I have been getting back into 3d modeling and following tutorials atec to get back into the swing of things . Now that I am at stage I am fairly confident on what I am doing I would like to venture off and start doing my own stuff.
One thing that still find a bit of a struggle is sizing of models ,especially like building and street scenes. I want to get a better grasp of how I should be modeling them so that they don’t look out of place in my scenes, for instance I eventually want to creat an animation using a model I created who I have made to represent a 6ft person. My idea would be to have the person move from one a room in the building down set of stairs and out the door to then walk down the street to another building ,just something basic but that would help me get a feel for more animation .
Now what I can seem to figure out is should I be always modeling things in real world scale? Such as the building my character lives in would be around a 4-6 story building and there would be around 2-4 apartments per floor, I would want the building to look like it could be believable and not stand out or look strange in the scene and also look like it would be able to house that many apartments.
Another question I have is with transitioning from one are to another within an animation should I create all things separate or like create the apartment building and then work on things in the inside of the model so it’s all one model.
I know these are questions that have probably been asked a hundred times over but thanks for taking the time to read and any help giving would be greatly appreciated
If you’re going to complete it with a one-man production system, there’s no reason to make it 1:1 scale with reality, but if you don’t have a standard dimension, you’ll have to adjust all the scales every time.
…ever heard of blockouts… starting with simple geometry for things…and then refine them… i you use a new object for them you can refine them seperatly and if you use instances they magically refine at other locations too…
Real life scale is generally the best thing to do – there are only a few exceptions (frex at very small scales Blender can produce rounding errors and be fiddly to work with, and cloth simulation seems to work better at several times real life scale). If you use reference images (and you really should always use reference images) that makes real life scale and proportions easy; you just need to set your Blender units according to your needs and size the references appropriately first. You can also easily switch between units if some of your references are in imperial and some in metric.
This can depend a lot on how powerful your computer is – the more polygons you have in your scene the heavier the load, and your viewport might become sluggish. But it might also be a question of organization. My computer is ancient and slow, so I keep outside building and individual inside rooms separate as much as possible. I model every object in its own file so my computer remains sprightly (I keep modifiers alive as long as possible so I can later make changes easily), then copy a finalized version into an asset file (a collection of chairs, for example), so I can drop it from Blender’s asset browser into any scene I am working on and move it into place. If there’s more than one of the same object, like 4 chairs, I “instance” them, which also keeps the poly count down. Since everything is modeled to the same scale, fitting things together is very easy.
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Good note taking, just like good naming practices, are a vital part of 3D.
Your question ---- Do you want to remake everything for each new scene? If not use a standard size. Like real world. Then old assets fit new scenes.
Check local building standards. Make a list of all the standard sizes. Exterior doors are wider than interior doors. Kitchen bench tops are at a standard height. Stairs are a standard size.
Transitioning — Sometimes it easier from the ANIMATING side to break the action into separate scenes rather than do one continuous scene. Have the person walk toward the front door, then fade to a view of him outside walking in another straight line down the footpath. Avoiding the issues of interacting with the door, front steps and turning makes the animating a lot easier.