Sorry to revive a 2 year old discussion. But Nicholas is right. The question wasn't really answered and I believe it is because there is a prefered/chosen method by the majority. Excuse me if I'm wrong.
I would also like to know if his route was "acceptable"....
Of course I understand the idea of a building being 3 meters and a character being 1.7 meters...but in real life a person being 3 feet tall would be a midget. And the FOV and perspective is what matters, especially through a 1st person view.
If scale is more arbitrary than specific, is there a way to achieve a near close scale to the real world size/measurements?
I think it is an acceptable workflow for modeling to real world scale. However, there are certain mental ray functions that fail if an object is far from the origin. So if you are going to be baking textures or anything like that you may want to model at a smaller scale depending on the size of your scene as a whole. Aslo the FOV and perspective can all be adjusted in the camera settings so that should help to get the right feel and look.
Cheers,
For Architectural modelling, it is right if you go beyond the grid.
I have made a detailed tutorial about how to model in real world scale in Maya.
Check it out in the link below.
This are questions that are leaved open. I do not understand, why the Gus answer about grids and such stuff. The question was pretty clear and nobody answered it right. I have the same understanding problem about the right scale. Not just for modeling - this is not relevant but for simulations, cameras right depth field etc.
So guys, I write here not because I have nothing else to do but for getting an answer to my problem.
When anybody would be so pleasant and explain this problem?
Thanks!
Modeling to real world scale might seem like the right thing to do, and in some cases it is a requirement. But with regards to simulation, remember that you have a cell size that can be adjusted to dial in the detail of fluids for example. When your scene is huge, your simulation will also be bigger. You can cheat this with bigger cell size, but you'll have to be zoomed out in order not to see artifacts in your simulation. So for me, if there is a reason to model at real world scale, I will, but unless it's required, I've found the ideal working scale for Maya to be 1/10. So the guy saying "pretend cm are m" is right. 1/10 works for basically everything, and is easily converted. Unreal Engine scales Maya files correctly with Autoscale checked. They're friends, they get each other.
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