Desiderius opened this issue on Mar 01, 2009 · 45 posts
ram1520 posted Tue, 01 November 2016 at 11:48 AM
RorrKonn posted at 8:30AM Tue, 01 November 2016 - #4287909
Every modeler has different measurements n XYZ's. So Max 1CM n a C4D 1CM may not be the same. I don't even think zBrush has measurements. Poser is scaled very very small.
There's no way to clime in a app n check there 1CM with a real world ruler.
Anyways DAZ Poser Marvel DC all follow the Golden Main. head 5 eyes wide 7 eyes tall ,body 8 heads tall. since a eye is 1 inch .All the characters are 4 feet 8 inches tall.
in Art we don't think in meters or inches ,we think in eyes.measure every thing with eyes.
Actually at 8ft, or even 8.6ft, the Poser's Numerical Unit (PNU) is Huge, compared to 1m or 1cm.
3DS Max and Maya are the property of AutoDesk, who is the creator of AutoCAD, one of the foremost Computer Aided Design softwares in the world. The same precision which goes into AutoCAD goes into 3DS Max. For People often take AutoCAD models into 3DS Max.
I hate to burst your bubble, but ZBrush, like most commercial 3D creations tools, uses 1m = 1 unit. Check out this video Real World Measurement in ZBrush
Why? that is simple, people to the hard edge work in 3DS Max and then bring their model over to ZBrush to do the soft body refinement, then the bring it back into 3DS Max, to do the shader and finish work; all while maintaining 1Unit to 1meter scale; so no one has to think about the conversion because there is no conversion.
Here are the Scales for a few other programs:
1 unit = 1 cm DAZ|Studio, Maya
1 unit = 10 cm Silo, Hexagon (Daz 3D says it is 1cm but it is actually 10cm or 1dm(decimeter) )
1 unit = 50 cm Blender
1 unit = 1 metre Cinema 4D, Lightwave, 3DStudio Max, Mirai, Modo, ZBrush
1 unit = 8 ft Bryce, Poser
Now looking at the list you can see why most major Game Engines like Unity, UnReal, and several others use the scale of 1 unit = 1m, for the same reason ZBrush uses it, so the Prop, Environment and character designers don't have to worry or think about changing scale. It is even easy from Hexagon, Maya, or Silo.
The reason the Gaming industry have Standardized on 1unit = 1m is simple, it is so if I buy an asset from Job Modeler I know I don't have to spend time futzing with it to get it to look right in my Scene, Game, Movie, What have you.
Any before you say the Scale of the Model doesn't matter, I will tell you it matters a Lot. Go watch Zootopia and all the additional materials, and see just how much Pixar worried about Scale when making that bit of Animated Fluff. I will also remind you of Perspective, Vanishing Point and all those other things from Basic Art Classes. Unless your are Escher, Willy Wonka, Salvador Dalí, Or Alice with her Magic Looking Glass; Scale Matters!
Here are two more images for you. One is a Wireframe of V4 in Hexagon where I modeled the door.
This second one is of the two Props I made in Daz Studio. Again the door on the right was imported in to poser using the 8.6' scale and the door on the Left the 8' Scale. Because it is a Prop, there is no conversion done (or not one that I can modify.) As you can see the Door's Size in relation to V4 is the same in all the pictures, I have posted.
So here is my thought. Poser's Scale is 8' = PNU, it is the Dials that have changed.
Want more proof and never leaving Poser?
Using 8' to the PNU, Miki 2 is 159cm or 5'2", the average height of a Asian Woman according to All Nations.
If you use 8.6' she is 169cm or 5'6", which is very tall for a Asian woman but the average Height of a woman in the Netherlands according to Average Human Heights, who are some of the tallest women on the planet. Want the shortest women go to Bolivia where the average woman is only 4'8".