I am quite new to game development and currently developing a simple 3D game with MonoGame and Blender. The game is basically a 3D version of Pong.
At first I developed the models at a constant size (e.g. a sphere with radius = 1) and then added a scale when I rendered it to make it proportionate to the other objects within the world. That way it was easy for me to play around and find good sizes for the objects without having to go back to Blender.
However, when I started to work on collision detection, I realized that it now was a lot harder to figure out how large the object is, because I had to manually recalculate the size of the object in the game world according to the scale factors I used. I could not simply look at the model and take the size values from there.
While the calculations might have been rather easy with a simple sphere, it got trickier when I had models I scaled differently in different dimensions. For example I rescaled a cube to be 10 times longer than high.
Pretty much the same problem with rotation.
How is this usually done in projects? Is it better to create the model already in the final size in Blender, so you don't have to keep track of the objects size within your code? Or is it ok to scale the model in code? If yes, how do you keep track of the changes?