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I'm not even asking for exact dimensions of the real world item, but I would like it to be close. Take for example the condominium product that I bought some time back. The doorway was 9 feet tall! And to the person that says they lived in a house with 10 foot doorways so I should be happy, the odd one off isn't the point. As soon as I put a person in that room the product is worthless.
Yes, bathrooms are a problem. That's why I see models of bathrooms that are larger than my living room. I'm not trying to solve that issue today.
... and lamps having cables.
I would accept that - as is, I've so many furniture items that people can't sit in - if their back is touching the back rest, their knees aren't even close to the front edge of the seat; rescale the item and the rest of the layout is off.
While I tend to model with G8 as a reference, getting exact real-world dimensions is tricky as there isn't usually an international standard. On another note, we're not all making art for realism - there's often a fantasy 'ideal' (whosever's that is) even in 'real-world' renders - perhaps that 8-foot bed wasn't supposed to be standard but a luxurious (albeit not my personal taste) thing to...er... romp around in.
Certainly for a chair I'd model against a default G8 in sitting position - but then G8 is slightly taller than real-world average (as are many but not all of the characters) so the chair might be 'too big' but look fine on G8. If I make it real-world average, it might look wrong with G8 in the scene.
I get that for your purposes you'd like real-world measurements - personally I think that if it looks right with an average G8, it's fine (not that I'd make the aforementioned 8-foot bed - might do a King-size). I do tend to go for real-world relative proportions for my real-world objects, but the exact metric/imperial measurement might vary from your experience.
Part of why I don't do much modeling. I'm so nitpicky with trying to get measurements as exact as possible that I get overwhelmed.
Depends on how far out of scale it is on the various axis. Scale All will get you to the proper length, width, OR height, but its going to put something else out of scale. Adjusting X, Y, or Z scales individually(if available) can work, but again, its not going to be in the proper proportion with the other axis, which might be a problem depending on how much you have to scale up/down a particular axis.
there is one PA who very obviously has no figs to give about scale and their sets are all one piece.
So this is a very legitimate request IMO
the one I mentioned, I have literally had to rebuild every set by them I own either in a modeling program or deleteing all the seats in the lecture hall with the geometry editor bar the one single that has separate geometry group, resizing that and creating piles of instances and painfully placing them.
I'm 6'3": my toes tell me you are right.
Same problem have had items that are way out of whack size wise.. Two that come to mind are the Mini Apartment products, I was going to use one in a scene but when I placed an adult Genesis 8 character in the scene I noticed how out of whack the apartment was..
To the point that when the character was at the door the door handle was at the height of the characters head.. It was like the apartments were made for giants and not Genesis characters.. Have to wonder if some PA's test the dimensions of their products with humanoid figures in the scene..
I opened a ticket some time ago on a similar set - a complete interior. Added G3F - and she was into the floor at knee level. I pulled her out - and the dining room chair seat was at arm-pit level. The quick work-around was to select everything and scale to 65% (IIRC) and then shove everything down on Y. The product was fixed the next week.
I often have problems with staircases, either there are too few steps and those are in knee level for the poor Genesis figures or too many, not higher than a shoe height. And you cannot scale a staircase or you end up not hitting the next level floor!
I was a building renovator for 25 years, I know the correct measurements and my sets reflect that knowledge.You are bringing up an important point that should be addressed.
heh, well that tells you they don't use much math. It make me wonder just how much time some of them spend trying to get everything to fit together when they make those kinds of products. I haven't encountered any products like that, but it really must suck trying to make interiors, houses, etc., for Daz products and not be able to calculate angles & such. I would go crazy trying to fit primitives together just by eyeballing it.
And with a 30 day return policy, you should indicate your dissatisfaction with the product by returning it. And given the reason, inaccurate scale. If enough people complain stuff changes.
like the hot rod truck even my giants are midgets compared to whatever character is large enough to drive that
https://www.daz3d.com/hot-rod-truck
Stair rise is supposed to be 6 1/2" to 7 3/4" inches per step, approx middle between the shin and ankle, again North American industry standard. Every product should have a promo with a standard size figure Genesis figure in the scene to give the customer a chance to eyeball if the dimensions look accurate.
There is no good reason for inaccurate measurements except being an amateur modeller.
Had a look at one of our furniture stores in Australia this is one matress brand there are variations still
single matress L 92cm x 188cm
L36.2205 x 74.0157 inches
L 3.01837 X 6.16798 ft
double matress L 138cm x D 188cm
L 54.3307 x 74.0157 inches
L 4.52756 X 74.0157 ft
queen matress L L 153cm x D 204cm
L 60.2362 x 80.315 inches
L 5.01969 X 6.69291
yeah here in Australia there are variations too some the toilet has it's own little room, some larger then there are some that share a room with a sink, bath/shower
bedrooms vary greatly in sizes down under too some are really small, mine is about average guess but is cramped with what I have
Yeah, it always makes me suspicious of sets that don't have a figure in any of the promos.
If you're designing two base figures to be largely intercompatible (with each other and earlier generations), then yes, making them have the same default height is sensible.
I would argue that the Genesis lines' main selling point is specifically content compatibilty; as it's expected that the figures will be reshaped and rescaled, the figures we see are almost invariably idealised, and no two countries agree on what average proportions even are, the base figure's heights conforming exactly to "averages" isn't very productive and would get in the way of that primary goal.
This is why my favourite interior modellers are the ones like Polish, ironman13 and Fugazi1968 here and especially santuziy78 at Rendo. While we won't be able to create blacklists here of vendors who do shoddy work, we can celebrate those who excel. They not only create sets, but poses appropriate to those sets. Whether you use the provided poses or not, you know that your characters will not look out of place in the sets.
This render was created using santuziy78's Office and Office Life poses. Everything fits and everything connects.
I think the problem is not just with scaling--it is the fact that the modeller does not use a reference. I often see everyday objects and think that there is just something "off" about them. I think the reason is that they said to themselves, "I know what that object looks like, I will just wing it." But if it is a common object, the eye knows there is something wrong with the shape of it. Some modelling advice that I agree with, "Always use a reference."
Having 'rooms' with a scene happening inside and also a camera with the appropriate distance to record it without fisheye effect is a problem for movies and photography too.
Thankfully DAZ Studio provides a really easy and great solution for this: IRAY Section Planes.
Those let you 'cut away' parts of the scene for the camera. (Lighting stays correct if toggled on)
So there is no need to make rooms bigger to account for having to place cameras
I actually like how some are taller especially Kanade. She's 5'11" and has a cute fashion sense and I feel like there's a good story there. Like she sees something good about cuteness and chooses it and how the cute aesthetic doesn't have to be just for shorter girls. I mean you can just use a height slider to make a shorter character taller but there's just something special about it being canon
The UV mapping may or may not become an issue. If the object is scaled on all axis in an equal amount then the UV map should remain valid. If the object is scaled on one axis only then the UV mapping will seem to be distorted. In saying this I am making an assumption that the UV map for the object was proportional for the shape of the object in the form it appears in DAZ Studio. If the texture on the object has something like text, pictures, a square pattern (thinking about a quilted blanket which is made from square pieces of fabric) then the appearance will seem stretched or compressed.
I've never done full blown building renovation, but I have had architectural drafting classes and done my fair share around the house. I have built my own home office in our basement. I don't expect a PA to turn out blueprints or tolerances to the fractions of an inch. That said, I have a good sense of how things should be built and expect the models to be reasonably close. Over a foot off in size is too much.