Hello there! Sorry if its wrong forum, but i am really tired of searching answers for like about a few months already.
I really like CG and my goal is to make CG short movie sometime in future. And, i had good start in modeling.
Well, to my questions, tbh its only one, which makes a lot of headache for me: how artists make characters at specific height?
Its told that people use heads rule to make characters proportionally correct, and said ' average adult human is 7.5/8 heads tall ', but 7.5 character can be either 180cm tall, or 1.8m tall, depends on scale, so, heads rule is just proportion thing.
I am really annoyed already of this stuff (even though i know that by anatomy height is changing cuz limbs get shorter/longer, calculating this in zbrush is some kind of, how i say it, 'unconfortable'.).
It's said in every tutorial that you MUST work in realworld scale, cuz vfx stuff and so on and so forth. And realworld scaling keeps things consistent, and i like working that way.
I wanted to start making characters, and then i've got confused at one thing - height. I was checking some 3d scans, and there was a 164cm tall female, she wasn't even 7 heads, more like 6.8. I am personally not intended to make exactly 155, 157 or whatever height is said, i want to make more average ones, but i want to understand how it works.
Like if i know i want my female to be 165-170cm, what should i do? Do i just need to make my character 7.5 heads and scale it to 165-170cm or what? Also i am interested in the thing: males are taller than females in average, and even if i have both male and female at 7.5 heads, their height will be different. So, if i begin to make my char entirely in zbrush, without making base at needed height in maya first, how then i make it at that height after? Like do i just really scale it uniformly and that's it? meaning i just can make one figure at 7.5 heads, first will be male at 180cm, then i make female out of it and scale it down to 170cm? I am so much bothered cuz, i.e, i model my props at its real world dimensions, and if i make character in wrong scale, they won't fit in hands.
Soo, in short, how people handle character's height in production? Thanks to anyone in advance.
Replies
I can, actually use those 3d scans, as they're more accurate, it won't be problem ofc, the thing i just wanted to know what's is the correct workflow. Just imagine boss comes and says, we need that male to be at 185 cm, and this female 163cm tall. So, in this case i just sculpt proportionally and then just scale the whole thing to either 185 or 163cm in my target software?
Dimensions are the real size of the object in the 3D space. Example, an:
2__ x 2__ x 2__ cube.
The unit of measurement is the in what unit this cube is:
2m x 2m x 2m
The scale is how big, in relation to the original dimension, the cube is. It's a type of transform applied on top of the original dimensions.
A cube scaled by 3 in all axis measures 6m x 6m x 6m.
The original dimensions aren't lost when scaling something, you can revert to them by using a scale of 1.
This can result in some oddities as shaders not working properly when you have a scaled up/down object or dimensions mismatch when importing or exporting objects to a different software without setting the correct measurement unit or converting between them.