Well, I seem to be getting a lot of different answers here from it doesn’t matter at all, to one blender unit should equal one meter, or maybe one foot. That’s quite a huge difference right there. A meter is closer to a yard than it is to a foot.
Having spent my life in the sciences I have no problem working in meters. But I can work in feet too. It doesn’t matter to me. I just like to keep things consistent. I can create my own arbitrary “ruler” and just gauge everything I do to that for my own personal work. But I thought it would be nice to start out working in some “Industry Standard” if there is such a thing.
I tend to agree with aljo above. Things sometimes get bent out of shape if they are scaled to extremes. I don’t know if that’s true for Blender, but I used to do a lot of design work in AutoCad, and things worked best there if they are scales appropriately. I used to run into problems there too if complex 3D drawings need to be scaled to extremes.
I’ve been watching several modeling tutorials for creating characters in Blender. I’ve noticed that everyone I’ve worked with thus far has pretty much just started off arbitrarily. Some people start with the default cube using that as the basis of the pelvis. Based on that alone that would make the default cube approximately about a cubic foot. So I guess that’s a pretty good place to start if I’m going to create a ruler. I’ll just make up my own ruler to be about as long as the default cube and call that a foot. I’ll just make an actual ruler out of the default cube and use that ruler to measure everything.
I’m not worried about being overly precise. I’d just like to know that if I make one character 5 feet 4 inches tall, and another one 6’ 2" tall. They’ll actually preserve that perspective. And if I build a house with 7 or 8 foot tall doors all my characters will work out well with my house.
So I guess I’ll just make up my own arbitrary “foot” based on the Blender default cube. If I took that to be a cubit meter that would be 3 times bigger. Which would be ok by me. I really don’t care. But it seems to me that there should be an industry standard to at least get things in the ball park.
Maybe it doesn’t matter with Blender,. but I do know like aljo mentioned that when things start getting really complicated having to scale them to extremes can potentially introduce problems. At least it used to be that way with AutoCad. I don’t know about Blender.
I’d hate to devote a year to developing some characters only to discover that they are totally out of scale in terms of some industry standard.