character is so small isnt it?

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StardogChampion

FNG / Fresh Meat
Jun 28, 2006
111
7
0
I think this is to do with 3D scaling. In first-person view, the ceilings, door frames and window frames wouldn't look correct if they were modelled after real life, or in relation to the character model size.

For example, the ceiling would seem too low if it was a "realistic" height, so they have to make it higher, and door frames wider, etc.
 
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idxo3

FNG / Fresh Meat
Aug 31, 2011
4
53
0
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my fix just one example.. not completely perfect i just like saying ro2 main characher is looks so skinny and little short..

fix: glasses ->grasses
sorry my english
 
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Wesreidau

FNG / Fresh Meat
Jun 10, 2011
254
197
0
He is about one head short. Damn. That's going to screw up a lot of cover animations.
 

Wodin

FNG / Fresh Meat
Mar 15, 2006
373
142
0
Liverpool UK
Those screenshots say it all...hadn't noticed until now...I was going to say Stalin era architecture....but after those screenies well...speaks volumes.
 

Derpus

FNG / Fresh Meat
Mar 16, 2011
535
126
0
Not a very big deal. It depends on how the map is made, so at least community made maps can be proper size.

Also, were any of the screenshots taken in first person rather than spectator? Spectator view might be a bit different.
 
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Mangley

FNG / Fresh Meat
Aug 7, 2011
244
105
0
Welcome to video games.

The problem with real life dimensions is they do not look correct through a first person screen perspective that FPS games use. Railings and walls at realistic heights look too low and doors, stairs, and windows look too small.

I really wish this wasn't the case but it is, and it's a nightmare to solve... you basically have to trade off. Do you want a playable area with space to move that is much larger than real life or do you want a cramped space which is frustrating to navigate which has realistic dimensions?