question about modeling environments

when using an Ariel view image to map out a scene. do you try to model it to real world scale. I am finding this is messing up my modeling and also creating alot of polygons I wont really need in certain scene

I was told things won’t look real if you don’t model to real scale but then I am having all these issues doing that. for an example, if i scale up the landscape when I am done a hill will turn into like a ripple in the landscape so i dont see how scaling up a landscape works unless you use the landscape add on which. I guess I will try using several to make certain size hills. hard to make a certain landscape when the landscape addon is pretty much island but you cant make a long shore line , city or medow etc.

here is an image I want to create. if I use a square the landshore looks off to me . I need a good ariel view of a seashore geology diagram If I use half a cylender it works for a little cove but not a long shoreline scene. I can model small things no problem but when it comes to big things I cant. if I try to break it down like a landscape I just need a good tutorial on how to do scenes like that.

I was thinking maybe I should learn how some artist use openstreet map or google earth to sketch to get my base foundation, then I can models things seperatly.


You can adjust the Unit Scale, in the scene settings. For scenes with larger real world area, modeling at 1 BU = 1 M will get ugly for large or small scales. One of the secrets about scale is that it’s not so much about size as it is about image/model resolution.

Both of the top two diagrams appear to have been hand made in Photoshop. It is possible that some kind of modeling was done on the top one, bu I doubt it. I’m guessing you are trying to make the top one? In which case I don’t know why you included the middle image, which is totally different in style. Before I go too far into how I would model it, clarify which style you want. Also, do you want it exactly in that hand drawn style, or more realistic?

Thanks so much for taking the time to answer my question. I’m looking to model basically the last image. I figured I could use the landscape add on to do the beach sanddunes and maybe array it or duplicate it and chnage it around or something. it’s the shore line that I have issues with. it either looks to straight or not real.

as far as scale I included 3 pictures. I mostly find imperial units easier becuase I’m in the US. With that being said I understand and circled the 3 different scales while zooming showing the yards, feet to inches and marking the grid and the subdivisons for the 12 inches to make a foot.

Now what confuses me I circled in the 3rd pic is the unit scale, separate units then under display for the grid I dont understand the scale for that grid as well.

one last question is I think this is why I have dents in my mesh and I notice on tutorials knobody has to ever zoom in or out in different orthoes. I noticed that when I stay in one ortho it look ok, but second pic I noticed how off its off and i think this is why I have dents in my hard surface and for this example my organic modeling.

any info would be really appreciated since this scale modeling and the vertcie placement being off when I zoom is causing a hold on modeling things I want to try. thanks for your time if you choose to answer my questions.

I found the zoom info I was talking about. 3rd picture


Ok you’ve got a lot going on here.
A) You want to model a mile or two of real beach for a photorealistic render?

It’s going to be a challenge to do, it’s a lot of real estate and you would need very large (high resolution, like 8096 x8096 pixel aerial photos, or you could try and work with procedurals, either way it will be tough. You could sculpt the beach dunes topography, use adds ons, download actual earth topology displacements maps, or use a third party tool like world builder. Are you going for photorealism, or stylized look?

As for the dog, the blurring you are seeing due to the fact the original image has a low resolution, e.g 100 x 100 pixels. When you try to zoom in like that blender uses an algorithm (bicubic probably) to upsample (enlarge) it, the result is blurriness. The only true solution is to find a new reference image at a higher resolution(like 1024 x 1024 pixels)

Another note that outline of the dog is not a good choice, as it is not completley orthographic, it is angled about 10 degrees, and you will wind up with a smushed looking dog.

post back on your style ideas and end goal for the beach and I can help you plan out a course of action.

thanks so much. I plan to work on it tonight and this weekend, then Ill show you the lay out and file. I will also look into google earth and maybe getting a beach elevation or contour lines etc and learn how to turn that into a mesh , who knows I havent tried it yet just things I have seen or heard in my research.
I was thinking to do a scene but instead of a very big detail scene make the back low poly and use camera depth tricks etc. I haven’t tried rendering or camera settings yet so dont know if its going to work. I also plan to learn baking normals tonight as well. and I was also thinking in the background low poly shrubs for the vegetation while the clos eup scene has particle grass and so on. I need to play around with the propeortinal editing too for landscape detail. I was looking at Blenders manual on that as well.

as for the dog picture I didnt notice it was at a slight slance but still… i still have that issue when modeling. maybe I can turn off th emouse zoom wheel or set a ortho cam lens to stay the same in each view to get my vertcie placement pretty much to the same eye view in each ortho. I’m suprise I’m the only one having this issue. Tutuorials never talk about this or zoom in and out, they stay the same view in each ortho. I do get all my blueprints from google images as well so you could be right. I’m glad you mentioned the bicubic algorithm probably enlarging it etc. I will have to look into this tonight as well.

Well good luck, take it slow and research how others have done it, and post some progress when you have something.