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3D size standards

 
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banshee777
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Joined: 10 Feb 2005
Posts: 37

PostPosted: Thu Jul 21, 2005 7:18 am    Post subject: 3D size standards Reply with quote

Just wondering what are the standards for 3d worlds.
Lets say a stairs? height 32? for one step
Should one try to make a world like the real world? use the height of 1 meter walls as just 100 ? I want get back into creating a level, but want to get the sizes all right. If you go to low, your textures look bad, high, textures look nice.

Anyone know what commericals games use?
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Jul 21, 2005 8:00 am    Post subject: Reply with quote

There is no standard. A lot of 3D, non FPS games don't even have a sense of scale. You'll notice a lot in these games that the characters end up being too small for the world, and everything doesn't really line up. Some houses have huge doors, others not... sometimes objects in a room will be way too big, etc...They just model whatever looks good, and it doesn't really effect the game.

Some of the games even have to have supersized doorways so the camera can transition smoothly through them with the player.

Use whatever you want to use with the space you have available. Use what looks good and what will work good with your code.

Just think of what your various requirements are, and come out to your own scale. If you look at my ring topic, I use a scale of ten units = 1 foot. I consider 5 units to be half enough, and anything in between, I just use what looks good and is 'close enuogh', and still I think I've maintained good enough accuracy.

Sometimes you have to also think of how the program will use these objects you are modelling, and adjust the size accordingly. You might want important objects to be modelled oversized.

Some games I've mapped for had players at 56 units high and they could walk (classic Id games) at most up steps 16 high, another game had players that were around 128 high(it varied) and 64 units was around waist high (about 3 feet).

Check out the link below, this was the game with ~128 unit tall players. Everything in the scene is modelled in 'close enough / looks good enough' scale. And it works. No one has ever noticed anything being the wrong size, even through not a single object is the right size.
CLICK HERE
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