Measurement for 3D modelling

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Measurement for 3D modelling

Postby Pseudonym » Wed Aug 14, 2013 8:17 am

There has been some discussion on the IRC channel about the game measurement system. This impacts 3D modellers and texture artists, so we should discuss this here.

In Minecraft, the size of a block is 1 metre, and this can be considered the "unit" by which everything else is measured. One map unit is one meter (1mu = 1m).

Valve games (and many Unreal games) have a map unit of around 0.75". (In fact, in Valve games it's exactly 0.75"; see here for all the gory details.) The range over which measurements have to work is from the size of a texture pixel (which is a little under 5mm in the Valve system; this is probably a bit large by modern standards) up to the height of a normal room (8' or a little over 2.4m; perhaps we should check the International Building Code?). Numbers in this range need to be "nice" for both texturers and modellers.

The consensus on the IRC channel seems to be that we should base our measurement system on metric, because it just makes sense. 1mu = 1cm and 1mu = 10cm have both been proposed.

Does anyone with any experience in this area have suggestions?

At the moment, we just need to settle on a base measurement. Things like walk/run speed, maximum jump height and so on will probably need to be tuned as we shake out the gameplay, so we don't need to bother with these right now.
Last edited by Pseudonym on Wed Aug 21, 2013 1:46 am, edited 1 time in total.
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Re: Measurement for 3D modelling

Postby SirAwesomelot » Wed Aug 14, 2013 8:30 am

Huh, okay. I'm a big voucher for a pixel-art style similar to what Notch's original art was like (for reasons I went into here: viewtopic.php?f=12&t=104 ).
That would mean that a good unit of measurement would be the size of one pixel. How about 1 pixel is 1 centimeter? Does that sound good?
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Re: Measurement for 3D modelling

Postby jose137 » Wed Aug 14, 2013 8:48 am

Using the metric system sounds good for measurement, but I dont think we should make 1 pixel = 1cm. we should probably make our textures 16x16 or 32x32, like minecraft.
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Re: Measurement for 3D modelling

Postby kingbirdy » Wed Aug 14, 2013 2:51 pm

I'd opt for the decimeter. It allows detail without the ridiculousness of editing things 1cm^3 at a time.
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Re: Measurement for 3D modelling

Postby clonk2u » Sat Aug 24, 2013 4:10 pm

Ok, I think that measurement shouldn't be based on pixels, or that we should even use pixels in the first place. I think that we should strive for something that is high poly and high res. I think that if we are going to have modular ship parts, the real concern should be the airtight doors between each room.
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Re: Measurement for 3D modelling

Postby SirAwesomelot » Sat Aug 24, 2013 4:10 pm

clonk2u wrote:I think that we should strive for something that is high poly and high res.

lol
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Re: Measurement for 3D modelling

Postby Dingo » Sat Aug 24, 2013 6:36 pm

kingbirdy wrote:I'd opt for the decimeter. It allows detail without the ridiculousness of editing things 1cm^3 at a time.

but centimeters are my jam! :mrgreen:
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Re: Measurement for 3D modelling

Postby Pseudonym » Mon Aug 26, 2013 2:10 am

clonk2u wrote:Ok, I think that measurement shouldn't be based on pixels, or that we should even use pixels in the first place.

The only reason why I mentioned texture pixels is that texture artists need a standard scale to work at.
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Re: Measurement for 3D modelling

Postby DarkSpartan » Wed Sep 11, 2013 12:37 am

I'm thinking 1024x1024 for textures.
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Re: Measurement for 3D modelling

Postby SirAwesomelot » Wed Sep 11, 2013 1:20 am

Guys we need each pixel to be a 5mb .flv file

it's the only way to create true immersion
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