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Scale drift between Blender, Unreal, and Maya — how do you manage it?

I’m curious how others here handle unit and scale consistency across different tools and engines.

In my experience, scale drift tends to creep in over time — especially when assets move between Blender, game engines, and other DCCs. Even when everyone “knows” the correct units, small inconsistencies still seem to cause issues later in production.

I’ve seen this affect things like:
- Physics behavior
- Animation retargeting
- Export/import reliability
- Asset reuse across projects

Do you rely on strict conventions, checklists, scripts, or engine-side fixes to keep scale predictable?

I’ve been experimenting with more automated ways to detect and correct unit issues, but I’m interested in how other artists and studios approach this problem.

You can check an article I published on Medium about the topic
https://medium.com/@anvilinteractivesolutions/stop-looks-right-in-blender-wrong-in-engine-a-practical-guide-to-units-scale-and-axes-with-de002b23eb63

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