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Sep 22, 2016 at 12:46 comment added Farhad Reza @Sergey.quixoticaxis.Ivanov,Thanks for the information :)
Sep 14, 2016 at 17:17 comment added Sergey.quixoticaxis.Ivanov @MohammadShuvo FYI 1 Unit = 1 centimeter in Unreal Engine 4.
Sep 14, 2016 at 15:43 vote accept Farhad Reza
Sep 13, 2016 at 20:09 comment added Cobertos If I recall correctly, Nvidia's PhysX physics engine uses a 1 unit = 1 meter conversion ratio for realistic physics and I assume other engines have a similar ratio. If you find a conversion that suits the engine you use (or modelling environment), you can use the average human height (1.58m for female, 1.70m for male) according to Google.
Sep 13, 2016 at 15:18 comment added user1430 I suggest using the same units as you model in, for simplicity, and adjusting the position and projection of your camera instead to try to find something that feels right before you start introducing scaling factors into your export. Beyond that, it is up to you.
Sep 13, 2016 at 14:35 comment added Farhad Reza Do you have any value in your mind that you may want to suggest me to use as FPS game character height?
Sep 13, 2016 at 14:13 comment added Farhad Reza Anyway, thanks so much for your great answer. Though in fact, I'm not really good at visualizing. So this is another problem...
Sep 13, 2016 at 14:06 comment added Farhad Reza Ah... I have actually thought about that before but also hoped for the better...
Sep 13, 2016 at 14:02 comment added user1430 You can rely on the math if you're good at visualizing it in your head. Failing that, your eyes are a good tool to use. Adjust the parameters of your projection transforms, see how they feel, adjust scale and sizes, see how that feels. Find something works for you.
Sep 13, 2016 at 14:00 comment added Farhad Reza So, should I rely on my eyes in that case?
Sep 13, 2016 at 13:58 history answered user1430 CC BY-SA 3.0