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I always did my archviz renders using the exact measures in software like autocad or revit.
But I see many other artists make their scenes at a guess. I mean, just by looking to their references and then adjusting the references without having the exact measures.

The question is,
do you use measures when modeling?
you dont mind to have a table with 1.653m instead of 1.5m?
making floorplans in architecture that way would mean putting you in a blacklist
>>
As long as it has believable proportions I don't care.
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I don't do architectural visualization but if I did, I would certainly use real measurements to keep everything in proportion for large, complex scenes. However, I don't think it's necessary so long as things look fine.
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>>497789
If I can get accurate measurements I use them, but that's not always the case.
Still, they help since you get proportions right from the start which means you won't need to resize everything in the middle of your workflow because it doesn't fit nicely.
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>>497789
>you dont mind to have a table with 1.653m instead of 1.5m?

No, that shit is pointless. Nobody will notice. I do get things accurate to about 20 cms though. Using measurements makes it a lot easier when roughing things out without having to worry about mismatching scale.

Basically, I use real scales, but I play it fast and loose.
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When I do archviz I always build the walls and stuff to scale since I have to work on blueprints anyway so I make sure 1m on the blueprint is 1m in the scene. Then with the stuff that goes inside the rooms I usually just eyeball it or get some rough measuerments from google, like how high is a typical kitchen counter, that sort of thing.

You can't compare architecture and archviz, they're two completely different things. One is about making a freaking building that people live in, the other is about making pictures. Of course it's not as bad to have bad measurements in the latter if the results are fine. But like anon said, having a correctly scaled scene can save you a ton of work later on. Nobody gives a shit about 2 centimeters though, it's just a pciture.
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I model to scale because otherwise it can mess stuff up with other scenes in the same projects, it gets harder to share assets and shaders like SSS materials gets fucked up.
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>>497789

I didn't used to, mostly because I don't think in metric. Yeah, I can convert to metric, but I actually have to convert.

Then Blender added support for customary/imperial measurements, and now I use those.

I don't do this professionally, though, and I do some woodworking, so customary measurements come naturally to me.



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