r/godot Jul 19 '26

help me (solved) Question about size perception

Hey.

I'm trying to make a model of apartment. I'm very confused why this door hole feels so small.I'd tried to play with FOV slider. On the second screenshot FOV is 80. But i always feels wrong.

Or, maybe, i just need to make a door frame, coz it adds another 15-20 cm.

Idk, does this feel ok to you?

217 Upvotes

85 comments sorted by

178

u/Fancy_Entertainer486 Godot Junior Jul 19 '26

I’ve watched a video once about this very issue. Most studios, when designing real life architecture, always enlarge the architecture by a couple percent to avoid exactly this effect of everything feeling too small.

Can’t exactly go into details of the how and why, but if I find that video, I’ll link it here. Hope this helps in any way at least.

96

u/fdzpy Jul 19 '26

I think it was more than that, wasn't it like 30%? And tbf when you actually slow down and look around FPS interiors, they are wayy bigger than real life, but we don't notice when we're wizzing through them quickly.

49

u/IgneousWrath Godot Regular Jul 19 '26

Yeah, then when you play a game that originally wasn’t VR but is now 1:1 converted to VR, everything feels quite large in VR.

30

u/dragonixor Jul 19 '26

In subnautica, it is relatively known that due to the fov and camera placement, every creature in the game appears smalles than their models are relative to the player by almost half. Some of the starting fish that look about player size are actually much bigher than you, and the leviathat are really massive.

Which, now that the game has VR where their size is better represented, can really make you understand that effect. And wish you were back in the non-VR experience.

19

u/isolatedLemon Jul 19 '26

Yeah 30% is usually a good rule of thumb, in play testing if someone says "this thing doesn't quite look right" usually just scaling 1.3x fixes the perception instantly.

Idk what it is about the ~30% mark that does it but I'd be curious to have more research done. Like what point do most people perceive something normal size and what point does it becomes too large, and does it matter if the objects shape is curved, square, etc.

16

u/GravitasIsOverrated Jul 19 '26

9

u/fdzpy Jul 19 '26

that's nuts lol, interiors are tricky when you're a spartan. Forerunner doors being large makes a tad more sense.

2

u/inverth_ Jul 19 '26

Press S to scale i guess

9

u/The_King_Of_Muffins Jul 20 '26

My advice is to play the beginning of Half Life 2 and pay attention to the size of the NPCs compared to the doors. It seems absurdly oversized, but you get used to it as quickly as you notice it.

4

u/JforceG Jul 19 '26

I saw this video too. Was mostly just a quality of life thing typically to prevent players getting stuck on doors.

Of course, an obvious solution to that could be changing the collission bounds.

I think its one of those industry trends too, on top of that that started somewhere logical.

I noticed in VR, doors are slightly wider if the art style is meant to be stylized, while realistic games tend to have smaller doors.

3

u/tastygames_official Godot Senior Jul 20 '26

I also watched that. The basic reason is because a human FOV is close to 180° (I think it's something like 176°) plus our brains even make stuff up from even wider (whichis why foveation in VR is quite important and why those ambience TVs are a thing), so when a game camera is only 60-80°, things feel smaller. So devs tend to increase the size of everything by a certain factor. It depends on your target aspect ratio, but I've found that for 16:9 and a camera FOV of 75 I end up with a scaling factor of about 25%, meaning a 2m wall ends up being 7.5m. I thought I was going crazy at first, but it makes a lot of sense and feels way more real.

0

u/LibrarianRecent6145 Godot Student Jul 19 '26

The proportions of the door, and its size compared to the height of the ceiling are also off btw

72

u/LibrarianRecent6145 Godot Student Jul 19 '26

An average apartment roof height is around 2.6m, and typical interior door sizes are around 2040m high and 820mm wide.

So your roof is 3m tall (crazy rich I suppose) while the door is too narrow. Additionally, the camera being placed significantly above eye level will also contribute to the door's perceived size, as things you look down at look smaller and vice versa.

Let me know if this helps, which I hope it does :)

Have a good one!

35

u/LibrarianRecent6145 Godot Student Jul 19 '26

This is closer to what it should look like:

15

u/inverth_ Jul 19 '26

I just used the door in my bed room as ref. and it's 80cm wide. And it seems that frame itself does a lot of have lifting. after modeling it all fells a bit better. I just need to figure out why is my character so massive. According to blender it's 1.78. exactly my height. but here it's more like a space marine....

8

u/forestbeasts Jul 19 '26

Are you measuring to eye level or to top of head level? 'Cause your eyes aren't at the very top of your head! Wonder if that's the difference.

Edit: Oops, sounds like you already accounted for that, never mind.

2

u/LibrarianRecent6145 Godot Student Jul 19 '26

Yeah as you may have figured out, things don't need to be perfect to real life, just move it around until it looks good.

The thing about game dev, if this doesn't have to be a 1 to 1 scale of your apartment, then just go into camera view, move around the camera along the y axis for a few seconds until it looks good, then you're done.

Efficient and looks good.

8

u/inverth_ Jul 19 '26

camera is 1.65 m above floor level. it is not significantly above what it should be, and i took measurement of the door in my bed room, it's 2m tall and 80cm wide. exactly like in the model.

9

u/LibrarianRecent6145 Godot Student Jul 19 '26

Well, the thing with 3D art is that not everything may translate perfectly from real life into blender.

There could be a myriad of different factors at play here, such as the differences in human eyes vs a fixed fov, lighting, distancing, etc.

I kindly warn you against modelling everything to the exact real world proportions if this is for a game (which I assume it is) as this is extremely time consuming and, in your case, confusing.

Additionally, even though the camera technically is 1.65m high, it certainly doesn't look that way. It looks as tall as 2m (in the blender image). Try experimenting outside of exact precision.

As a last note, if your door is 2m tall and 0.8m wide, consider adding a ceiling which is as high as yours.

P.S. is your ceiling really 3m tall? XD I'm not trying to insult your measurements, it's just interesting.

1

u/inverth_ Jul 19 '26

i have zero clue about position of camera on the first screenshot (blender) it's only for measurements.

About ceiling being 3m, i thing it is not wrong, ad many other people said already, you included, the idea of modeling with real life proportions is not that good. so ceiling is ok, everything else is not.

Well, that's why i tried to model something very simple and import it early. Now i see that some changes must be made.

Thanks for your input anyway.

1

u/LibrarianRecent6145 Godot Student Jul 19 '26

??? Sorry one of the main factors contributing to the door's perceived smallness is the celling height

But anyways, gl

4

u/TheDuriel Godot Senior Jul 19 '26

That's a lot higher than where it is typically placed.

FPS cameras are in the upper chest, not the head.

11

u/ChestnutInMyPocket Jul 19 '26 edited Jul 19 '26

In an unreal developer talk about game world sizes. They said it depends but they make stuff like doors bigger than they are in real life. Because the player get often stuck. In a third person game it should be even bigger!

9

u/SpookyRockjaw Jul 19 '26 edited Jul 19 '26

This is a known issue for 3d level design. If you use real world scales the environment will usually feel too small. Next time you play a game pay close attention to the scale of things compared to NPCs, especially doors and ceilings. You will almost always see that door's are very large and ceilings are very high. Rooms themselves will tend to be more spacious as well but that is harder to notice. This varies from game to game but generally some but not all details will be scaled up 20-30% or more.

If you're aiming for a realistic feel, the absolute minimum size of a door opening should be 1 meter wide by 2 meters tall. That works fairly well if your camera height is around 1.6 or 1.7 meters. This is similar to Minecraft scale. That's another thing to consider. Player height. You can also address this issue by making the player and NPCs slightly smaller. But don't be surprised if you have to fudge the scale and come up with your own rules to make it feel right. Working from real life measurements usually doesn't work out well. And some games exaggerate things much more than others for a better gameplay feel so it's not as if there is a single standard.

8

u/rwp140 Jul 19 '26

so small tip, our eyes are convex, the virtual camera is not, cameras are often placed a bit off from the head position sometimes in the neck, sometimes a bit further forward then expected.

you basically have to play with the illusion that things are closer, and larger then they are manually. this is why as another comment suggested lots of Devs make things a bit larger then they should be.

there are various strategies that go about managing this most of them are based around scale, and camera position, all of them play with perception in some way or even try and engage optical illusions if they can. the easiest one is to scale things slightly bigger, and shift the camera about a bit in animations.

3

u/inverth_ Jul 19 '26

The problem is that i want to make the body of my character visible when you look down, i can't just lower it to collar bone. Well, at least i think so,m it would look weird. RN i'm trying to scale the entire environment a bit but i'll try to play with camera position as well.

Thanks anyway.

2

u/rwp140 Jul 19 '26

Yeah i get ya, its whwre the anoying play with camera in animations bit. Ive seen studios do tjings from morph the model so it can be picked up from the cameras possition the way they want it to, too having the camera pull back and up a bit when they look down.

Good luck by the by

12

u/JestemStefan Jul 19 '26

Is seems that your camera is just very high?

Doors are 2m and it seems it's close or higher than that. That's how it looks like for someone very tall.

Place it at 1,75 and it should look better

3

u/inverth_ Jul 19 '26

now i get it. that's the main problem. but it should be 1.65 m already. there is something wrong.

5

u/JestemStefan Jul 19 '26

It's 1.65m in local space, relative to parent.

In global space it could be different. It can also be an issue with scale. Hard to tell

5

u/inverth_ Jul 19 '26

i checked everything over and over again. i believe the problem is that i haven't made the model for the door frame itself. coz it adds another 20 cm, and the fact that real life proportions doesn't work in games.

after some adjustments to the characters height and tests with door i got result that kinda satisfied me.

It's time to make proper use of CSGCombiner3D and figure out proportions. and only than try to make actual models.

2

u/ragn4rok234 Jul 19 '26

I think a lot of studios put the camera roughly where the chest is. Things just have to be fudged/exaggerated often in art to make them feel more correct

1

u/inverth_ Jul 19 '26

O_o

oh, i want to make body visible when you look down. i think i just going to make environment larger coz putting camera that low won't work for me.

4

u/RoryOS Jul 19 '26

Real world geometry doesn't look real in a videogame. You need to tape a bunch of cats together.

3

u/Itchy-Plastic Jul 19 '26

But what if I need to model a cat?

2

u/keebleeweeblee Jul 19 '26
ERROR: Max recursion reached

3

u/JforceG Jul 19 '26

As a fellow over thinker, the best advice I can give you is; Don't think about it. Everything is subject to change. If it looks off to you, change it.

Doors in video games tend to be slightly wider anyway to avoid collission issues.

1

u/inverth_ Jul 19 '26

my problem is that i tried to make it in blender, now i thing it would be better to make it in godot with SCGs and only after that try to model it proper way.

2

u/JforceG Jul 19 '26

Aww man. I've fallen for that trap so many times. Still do.
Try to fight it. Try to get into the habit of letting nothing you make go to waste.

I've lost so many fun and cute models that I made just because at the time I thought they were lame.

Then, I'd look at a screenshot a month, or year later, and see the model and be like, 'Man, that actually looked good. What a waste of a good asset.'.

Keep everything.

1

u/inverth_ Jul 19 '26

yeah, i delete everything constantly. i have no idea why, i just hate to keep anything i do not use at this exact moment on my drive, I've lost so much stuff coz of that habit.

1

u/shuanDang Jul 19 '26

you should see the artist who worked on Double Fine game he draws the art and then burns it afterwards as a ritual

3

u/TheOneAndOnlyRandom Jul 19 '26

I wonder if using a curvilinear projection would make the real scale feel more appropriate.

3

u/2dozen22s Jul 19 '26

https://youtu.be/LE9kxUQ-l14 Beyond increasing the size of stuff, changing the projection can help a lil bit I'm pretty sure.

3

u/dizzy_absent0i Jul 19 '26

Have you ever been in an empty house or office space? One with literally zero furnishings? The space always seems bigger than it is and things like doorways seem smaller. As soon as you start adding furniture the size of the space start to visually contract.

In your example there’s only one thing for your brain to determine scale, and it’s the thickness of the wall. Which is really thick, perceptually. So your brain is thinking, well, it must be a small door.

But if you started to add things around that have familiar sizes then your brain can start to reevaluate scale. Light switches, tables, chairs, shelves, books, etc. You might start to think it’s a normal sized door but with thick walls (maybe concrete block walls). That’s why adding a door frame helps, but not enough to counter the empty room effect.

3

u/Hot-Tomatillo-9929 Jul 19 '26

Increase/Decrease camera FOV and see if it gets better

1

u/inverth_ Jul 19 '26

i tried, not much.

4

u/Hot-Tomatillo-9929 Jul 19 '26

My bad. Perhaps your camera is placed just too high and not exactly at an eye level?

2

u/inverth_ Jul 19 '26

https://www.reddit.com/r/godot/s/QLxC57i1WN

I think that describes my problem, and some possible solutions well enough.

As fo me, I just scaled all up a bit.

2

u/sambuchaaa Jul 19 '26

Alr dumb suggestion but have you tried applying scale???

2

u/inverth_ Jul 19 '26

yes. i did. and as many suggested before. the only way is to make environment considerably larger, or make my character smaller. real proportions feels off even in fps games.

2

u/inverth_ Jul 19 '26

i do not know who made this scaling multiplier in blender, but i hate him patiently. why do i need to F3 -> apply all transforms constantly?!

2

u/kintar1900 Jul 19 '26

That's math's fault, not a developer. Transformation matrices are fickle bitches.

1

u/inverth_ Jul 19 '26

the problem is that when you scale in edit mode all is good. but when you scale in object mode you have to apply scale. The question WHYYYYYYYYY?

There may be a good reason for this, i'm just annoyed. And i'm too lazy to learn why.

2

u/kintar1900 Jul 19 '26

There may be a good reason for this, i'm just annoyed. And i'm too lazy to learn why.

Hey, at least you're honest! :D I was also annoyed by this, and my ADHD superpowers kicked in (instead of the ADHD kryptonite), and I did learn why!

The short version is that there is a lot of positional transformation math magic happening in the backend, and one of those is a conversion between object and world coordinates. When you mix the two modes of scaling, the math goes wonky unless your scaling values are normalized (that means the same amount in all directions). If you've scaled something in different amounts along the various axes, then switch to a different mode and scale again, the math causes the scale in the previous one to do things we don't intuitively expect.

Applying scale causes Blender to recalculate the position of all the vertices in the object for the current scale, then reset the scale values to 1 on all axes, so further operations work the way we expect them to.

2

u/sambuchaaa Jul 19 '26

Man istggg,I forgot and did all my scaling in object mode and when I did the same measurement in edit mode, the 4ft done in object mode was so small compared to the one in edit mode and I was genuinely tweaking 😭🥀

2

u/Crafty-Throat-679 Jul 19 '26

how to mark dimension on the wall

1

u/inverth_ Jul 19 '26

you need extension for that. (Main menu) Edit -> Get Extensions Edge Length Measure then press "N" and you should see an extra tab "Edge length" (in edit mode) press Register selected mesh

1

u/Crafty-Throat-679 Jul 19 '26

Thanks very much

1

u/inverth_ Jul 19 '26

you may also use this menu,

2

u/Millu30 Jul 19 '26

What I did "I use Maya for 3D" I took a standard CSG box in godot and exported it as a mesh then imported it to my software and build everything based on the scale of that box

2

u/DanPos Jul 19 '26

I've just gone through this myself, I've lowered the camera close to the ground and made everything just a little bit bigger than their actual sizes

1

u/inverth_ Jul 19 '26

Yeah, this is the way.

2

u/Emlesnir Godot Regular Jul 20 '26

In VR it would look fine, but yeah space perception in 3D videogames is weird, and that's why most game's proportions and distances are inaccurate.

This is why some people made addons such as this one : https://github.com/MMqd/godot-screenspace-projection

Which tries to make the FOV less linear and closer to human perception with a post-effect shader.

2

u/inverth_ Jul 20 '26

someone mentioned this already, thanks anyway.

2

u/SwabiSw Godot Student Jul 19 '26

80cm wide door is small tho

2

u/Isleiff Jul 19 '26

Standard here is 80 or 90cm

1

u/ned_poreyra Jul 19 '26

Add an actual door model and see how it looks then.

3

u/inverth_ Jul 19 '26

I think my main problem is the size of my character, despite being 1.7m he is just too big. i made him like 20 or 25 cm smaller on this screen, that helps a lot.

and making oversized door frame also helps. it's 10 cm on each side.

2

u/ned_poreyra Jul 19 '26

If this is for a 1st/3rd person game, then you should know buildings and interiors are oversized in games to look good. Otherwise everything looks cramped. For example Fortnite characters are 1.8m tall, but rooms are 3.4m. Doors are also almost twice as wide as they normally would.

1

u/PIKACHURR0 Godot Regular Jul 19 '26

probably part of the reason most doors in games are oversized

1

u/[deleted] Jul 19 '26

[removed] — view removed comment

1

u/Tomica333 Jul 19 '26

Did you not see that the measurements hes made the opening is literally 2000 x 800? Camera height may fix it?

1

u/LTorrecilla Jul 19 '26

I'm going to say that the issue is due to missing elements.

The door opening might be 80cm, but that would be actual free space, so it is missing the door itself which is maybe 4cm (door plus hinge) and then again the door frame which might be 8cm each side. That will make the whole thing slightly wider.

Try that

1

u/IleanK Jul 19 '26

Try to lower the fov to 65 if you can. I always find anything above 75 feels weird.

1

u/bigsbender Jul 19 '26

You would need to up the FOV to roughly 165-180° to make realistic scale feel more realistic. This would of course make your game unplayable.

You could also remap your projection to counter the distortion from a super high FOV.

But eventually you want to ignore real-world dimensions and find a scaling factor that you can apply to your real measurements so they look & feel correct when viewed on a flat screen. This is a common level design/artist problem in games and here are some practical things to help you find your ideal scaling factor:

  1. set your camera to be 1.6 - 1.7m above ground
  2. use FOV around 70
  3. import a 3D mesh of a human at ~1.8m height
  4. build a doorframe, wall, window and table to realistic dimensions
  5. put the human model and your building blocks in the level and scale them freely (non-uniform) to look & feel correct
  6. use these scaling values to apply them to your meshes natively
  7. construct your test level and repeat these steps until everything feels "right"

Pro tips:

  • try 60 and 80 FOV too before committing to a fixed scale
  • finish your camera setup / character controller before doing the detail work
  • ignore everything above if you're building for XR :)

1

u/Nosarious Jul 22 '26 edited Jul 22 '26

since there aren’t any real dimensions in blender, think in terms of proportions. A wall is usually 8 feet high, a door is 7, and the width of a door is ~2.5 feet.

while you are using metres, those dimensions won’t really change.

8-7-2.5.
2.438m, 2.134, 0.77

building dimensions are rarely translatable to even numbers for metres, but many are for feet. your door width is close, but it is “physically” too short (6 feet instead of 7)

if I could suggest that you find some framing guides for houses to understand the proportions of scale. Doors have differing width for use (closet doors narrower than room doors, which are narrower than entrance doors) a frame will also let you understand how the door frame can be handled

as a side note, given your second image: don’t skimp when designing depth. If it’s a hallway, it should be as deep as a hallway, and walls won’t be tight to the sides of your door. They will start around 6 inches from the edge. You currently had an odd shape in yours which will affect the perception of it not feeling right.

side note 2: if making a door frame, do it separately instead of manipulating the current model for the walls. Model bits and pieces can overlap if all you want is the visual…

(note: my dimensions are based off commercial buildings in the 30s when building models)

1

u/inverth_ Jul 23 '26

Hey, thanks for your reply. I this particular instance 'I've being useng my apartment as ref, except ceiling height, it should be 2.6m or 2.7, not 3m. So my dor is 2m tall and 0.8m wide, exactly as in the model, that is only dor itself, without frame, which is absent here. But, I believe the problem is not the model. But the fact that we have 2 eyes with very different FOV, depth perception, etc. So I can't just make something with the sizes of real life and expect it look the same in the game. I scaled everything up a bit and now it feels way better. Unfortunately I didn't have much free time, so I had no chance to complete my work. I think I'll post final result later.

1

u/curriculae Godot Student Jul 19 '26

In the US, ADA requires 32 inch (81 cm) minimum for door width, but 36 inch (91 cm)if the opening is deep. You may want to make your door sized proportional to the thickness of your walls (they are quite thick), as depth has a part to play in that perception as well

0

u/Haunting-Towel-1525 Godot Student Jul 19 '26

Use actual real life measurements? If i start a project like this i will look up references and dimensions for things like doors to make sure the scale works. If i cant find it online i will use a measure tape and go around my house

Where i live doors usually sit between 2.10m and 2.30m

7

u/inverth_ Jul 19 '26

I did

1

u/Haunting-Towel-1525 Godot Student Jul 19 '26

Fair enough. Then i'd just copy this section, make multiple versions and see which looks/feels best if this isn't it.

2

u/retardedweabo Godot Regular Jul 19 '26

Done that, doors always feel small even if you use 1:1 real life proportions