YES! And if you print out/PDF the model on a layout, please indicate the intended scale - especially in plan / top down views. Saves future you and any collaborator from trying to track down a dimension.
As a set designer this is critical, so much so Ive created template files for each of my 3d apps that when launched already have a 6 ' tall figure and a 1' x 1' x 1' scale cube already in the file . For props I have a hands in different configurations to hold objects OR wear objects depending on its purpose. This way Im designing with direct reference. I always recommend to designers starting out that they do this to get into the habit early. Ive gotten too many concepts over the years from others that didnt take scale or proportions into consideration. This can be especially problematic when building a physical set based on a concept that just cant be built practically because of the design and now we have to find creative ways to build something that the director and the studio has already approved.
Yup, decided to do this quick video because I see this issue over and over again, so now at least I can point to the video as my stance on it :) And yes, making a practical prop, it's even more important to start with real scale, and even in 2d it's important for concept artists too.
Great tip. I do the same thing in blender and have a scale figure in the default start-up scene. It helps massively when modelling different items and then bringing them together for animations etc.
@@ArtOfSoulburn I learned a few years ago after modelling a bunch of things without reference to scale and then having to rescale it all when I put them together - what a pain lol Having something built-in would be nice. I've always just used a person, but I like the idea of having a car and a building, so I'm going to add those too. Thanks again!
@@ArtOfSoulburn Yeah this would be nice but I think being forced into the habit of creating a template file also pushes the habit of using a scale reference to begin with. If its automatically done in one app but not another people tend to become dependent on the provided option and dont burn that habit in. I also find that in certain cases a generic option doesnt apply. Say when the character your building to is not human or human scale for example. Still, having a human in there is critical for overall reference.
@@filmdesigner800 I can agree it's better to teach a person to fish than just providing them the fish. But on the other hand, this is a lesson I'd love for people to learn before they even know they have to learn it, so I'm down with it being provided as part of the default program.
Closest I've ever come to using the Max biped for its intended use is to bring it into a seated position to scale a purchased model of some sci-fi chair accordingly, otherwise only for this kind of stuff.
Haha! Nice! I have a variation of my 6 foot tall human that I modified to be in a seated position for doing the exact same thing. Plus I have a previs chair that's properly scaled.