Thursday, 22 February 2018

Rewind Brief: Update 3

Scaling the Environment

Because the scene will be fully explorable in VR, I need to make sure I build everything to the correct scale. I created a new level within Unreal Engine and placed my blockout model inside.

My environment blockout in the Unreal Engine level editor.

Using the first person blueprint view as a reference, I created a 200 x 100 cm cube to represent human dimensions. When compared to the first person view mode this seems about the right height to scale objects against.

A 200 x 100 cm cube to aproximate human dimensions.

In order to make sure the scale of my 3DS max scene corresponds to that of the game engine, I have set the units scale setup to the metric system and enabled centimeters:

Setting up the correct measurements for the 3DS Max scene.

With the unit scale set to the metric system I will be able to create another 200 x 100cm cube in 3DS Max and have it match the scale of the one I created in Unreal Engine.

The scale of the 3DS Max Cube matches Unreal Engine perfectly.

With this size check complete, I can be certain that anything I create in 3DS max will be to the correct scale and proportions within Unreal Engine 4.

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