Wasn't sure whether to post this in the tech talk or general forums considering this more of an opinionated question.
Anyway, just wondering the dimensions some of you guys use for environments rendered in Unreal. Things like hallway size, ceiling height, door height, window height from the ground etc. I read a thread on the UDK forums and also found some other thread somewhere about some recommended sizes and they just don't seem right to me, but I'm assuming a lot of it has to do with what type of environment your making, and also where your environment is. (Warehouse, bedroom, science lab, etc.)
Just thought I'd ask some of you guys that have x amount of years of experience, and know what looks right.
Replies
"In all of the Unreal Tournament games, 1 Unreal Unit is equal to 2 cm.
In Gears of War approximately 2 Unreal Units equal 1 inch, because the characters are 156 units tall and a floor of a building is 256 units tall. This was decided on for grid purposes and so our cover height worked out well.
Most licensees use a scale of 1 Unreal Unit to 1 cm." - Unreal Units Documentation
I then turn the Biped into a Static mesh, and import it into UDK and use that as reference when I go modular.
I always use 128u = 2m.
96u = ~1.8m (The height of an adult man).
That usually makes things easier to figure out
I don't know how much of this is correct, but its what I build off of.
Just be aware that if you model tables, counters, and anything else at realistic hip-height, it's going to look like it's down at your knees from first-person-view in UDK.
I ran into some scale issues when I was doing an average human-sized office environment and the desks and tables all came out looking like shin traps.