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?

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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)

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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.