From the course: Blender and Substance Painter: Architectural Visualization

Setting the proper scale

From the course: Blender and Substance Painter: Architectural Visualization

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Setting the proper scale

- [Instructor] Before we move on let's go ahead and clean up our scene here. I think we can change the name of this cube to let's call it door size and the floor plan. Let's give it a name, let's call it floor plan. Oh, it looks like I need to take a letter out of that. There we go. And these objects are reference images. So, let's call the collection that they're in. Let's call them reference objects. All right, now, I think what let's do is let's scale this up to see if we can get this to fit in one of these doors over here, let's say. So I'll select a floor plan. And when I move this over, when I use these sliders to move this around, what I did is I slid the image but kept the object origin, that little orange dot there, I kept it in the center of the grid. Now, if I say clicked on the y-axis and moved it over you can see that orange origin point is here. I'll press Control + Z to bring that back. But when I scale this up, what it's going to do is scale from that point. So, if I come over here to the size field, I can click and drag and start bringing that up, scaling it up, so it's a little bit bigger. Now, I can take this door object right here and I can move this over and put it right by the door opening and just to see how we're doing. And we've still got a long ways to go here. Let's go ahead and keep going. I'll click on the floor plan again, and click and drag. And I'll drag this up pretty high. Let's go up to say 50 meters here. I'll then click on the door and I'll drag this back and it looks like actually I'm going to hit the period key on the num pad. And it looks like this is still, it looks like it's still a little off it may be now too big. Well, that may not be too bad actually now that I take a look at it. Yeah, let's go ahead and go with 50 here in the size field for our image. Let's go ahead and go with that. I think that could work. Now in addition, I think this image is a little too bright so to reduce the opacity on it, I'm going to come over here and click on use alpha, and then I can click and drag in this transparency field and bring it. I can take it down to zero or maybe I'll just type in 0.3 and see how that'll work. Yeah, so that gives us a little bit of a toned down image. I think it was a little too bright. Now, what I'd like to do is take this door object and I'd like to get it to about the size of the door in the z-axis as well. So, if we take a look at this office space, let me go to our reference images here, the door opening, the door and the glass opening here is about eight feet tall. And I think there's another two feet up before we hit the ceiling here. So I'm going to say that this room is about 10 feet tall. The ceiling tiles here it's kind of a drop ceiling are probably eight feet tall around the height of the doors and windows. But I think the high part the upper part of here is probably 10 feet tall. So let's go over to Google here. And first of all, let's type in eight feet in meters. Let's do that first. So, here we have eight feet, it's about 2.45 meters. So, let's go ahead and plug that in. I'm going to come over here and let's type in 2.45 meters. So, there's how tall the door is. That actually looks pretty good. I'm going to hit the S key and then the X key and kind of scale it in a belt like that. All right, so, now I'd like to take it up. So it sits on the grid here, so, it sits on the floor plane. To do that, I really need to bring it up half the size or half the height of the door. And so half of 2.45 is, well, I'm not quite sure. So what I can do is up here in the Z location. What I can do is just type in 2.45 divided by two and hit Enter. And then that will bring it up to sit on the ground plane. So, it'll actually do calculations in these fields for you, which is kind of cool. All right, so now if we go back to Google and let's type in 10 feet so 10 feet is 3.05 meters, let's call it that. So, if we go back here, what I want to do is take this and duplicate it and make it 10 feet tall instead of eight. So, let's do that. Let's duplicate this Shift + D and then Enter, and then I'll just click on the x-axis and drag it out like this. Now let's type in the z-axis let's type in 3.05. There we go. And then once again, let's do that trick here to divide by two and put it up on the ground plane here. Let's type in 3.05 divided by two, Enter, and there we go. Now that's sitting on the ground plane, and that is the height of our walls. So what I can do is take this piece now, click on this little blue icon right here which means we're going to turn off the z-axis and move in the Y and the X. I'm going to click and drag. So I'll just kind of slide it along the floor plane without moving it up or down, get the period key to zoom in, and there we go. So, this is where going to begin our wall. I think it could be a little bit thicker. Let's press S and then the X key kind of make it a little bit thicker there, there we go. And we could maybe bring it over here. Now, you may be wondering why if I know the measurements in feet and inches why I'm not just using feet and inches instead of meters. Well, for me, it's just easier to use meters here in blender. You can change the units of measure here. You can come over here to the scene properties and under units, you can twirl this down and change from the unit system of metric, which is the default and you can change to the Imperial system. And you can see that it's changed now 10 feet 3.35, 1.06 feet, and you can also change it. So, it's feet and inches. You can come over here and choose separate units. And now it's 10 feet 79,007 inch here, or three feet, 4.2 inches. But frankly, every time you enter something in, you have to either type in this single quote for feet or a double quote, for inches. And I always forget that. It's just easier for me to deal with the metric system when I'm working here in blender. So, I'm going to switch over to metric again, and I'm going to turn off a separate units. So just for me personally, this works out better. If you would like to do it in another unit system, that's fine. All right, so we have our wall in place here or at least the beginning of our wall here in place. I'm going to come over here and give it a new name. Let's just call this Walls. And also, I think I'm going to move it outside of the reference objects collection. Let's just take this, click it and drag it and drag it up into that top collection, the scene collection. And now it's sitting here outside of the reference objects collection. Now we can do with this wall still selected, we could tab into edit mode. I'll just hit the tab key, and we could switch to face mode by coming over here and clicking on face select, we've got Vertex, Edge and Face Select here. We can also change between them with the one key for Vertex, two key for edges, and three for face. So, with this selected, I'll just select that one face there. I'll turn on the move tool here and then I'll just click and drag on the y-axis right there and drag that wall all the way down to the end there. And there we go. We've begun the walls for our office space here. So, in the next video we'll it's do is continue extruding this wall on around where the blue line is and get the exterior walls taken care of.

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