Dimensions

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  • #18084
    Juliano Schroeder
    Participant

      Are you taking into account the dimension of the component (and the robot bug) you are going for? If this is a bug, a component of it would be only a couple of centimeters wide. Or you don’t care at all and will resize it later?

      #86555
      Adrian Bellworthy
      Participant

        Hey Juliano,

        Each part can be duplicated, resized and reused as needed. At this point the size is in respect of the reference image.

        It would normally be recommended to model to real world scale, If you can find I real life bugbot out in the wild, an you takes some measurements and share your findings?

        Keep going with the course and all will be revealed.

        #86556
        Omar Domenech
        Participant

          To model to scale would make the viewport navigation a pain, being the objects so small. In this case is better to model at a bigger scale and avoid the hassle of crazy viewport behavior. But if you’re referring to the fact that since bugs are so tiny, that would make one of those computer parts unrealistically small, don’t think about that too much, just call it creative and artistic license.

          #86557
          Juliano Schroeder
          Participant

            Thanks, that was exactly what I asked. They would be too small, but the recommendation is to always go with the dimensions of what you are building.

            But I guess that since the idea is to do some macro shots, in those shots the bugs will be large. If we would put them to scale in comparison to larger things, the tiny details wouldn’t even show, so we wouldn’t be modelling them.

            Adrian, I would suppose a bug robot to be the size of a real life bug.

            #86558
            Dwayne Savage
            Participant

              The actual answer is “It depends”. In this particular case, it is easier to ratio the build. Meaning that you are working with larger scale than it really is. You are using the reference image as the base unit instead of Micro/macro/milli meters. Then if you need more reallistic lighting and camera work then you would scale it. Why? it has to do with CPU and/or GPU percision also referred to as rounding errors. When you get smaller than 0.0001 of a meter rounding errors can occur and cause weird and unexpected problem. Again this depends on your CPUs and/or GPUs percision. If it’s high then you may never experience a problem. If it’s low then you may experience a lot of problems. 

              #86559
              Dwayne Savage
              Participant

                If it helps you can change the visual repensentation. Goto overlays drop down and under guides change the scale to 0.001. Then under scene tab of properties editor on the units tab change the scale to 0.001 and change length to milimeters. This doesn’t actually change the dimesions of the mesh, but now 1 meter will read as 1 millimeter and the grid will match. 

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