Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Compositing: Camera Matching
Added on: Tue Sep 19 2000
Page: 2 3 

This tutorial essentially covers creating all the geometry that�s in a photo and matching up the camera to the photo along with using camera map and other useful max tools to make a complex 3D scene.

Okay first of all we�re using the photo shown above, download that and put it into max.

The way we are doing this is trial and error, that�s how it works without markers and measurements along with camera information. So first of all go into 3dsmax, go to the views menu and choose viewport background.
Now select the photo and notice in the picture information listed in the dialog box
it says the resolution (1556x1054), load up the image, tell it to match bitmap under the aspect ratio area of the window, and to lock pan and zoom. and then go to the render menu and change the res to this, afterwards go to the perspective window and make sure it�s in safe frame mode, or else right click on the views name up the top left of the viewport and change it to safe frame mode.
We�re doing this so the image in the view is stretched to it�s actual res so it is accurate to the rendering and to the photo.

Once that is done create a camera in the top viewport and then create a flat plane in the top view as well, the photo represents water which in shape is pretty flat and 2d, it�s a good starting point for building our scene.

Basically make the plane long and not too wide, basically the proportions of the water, and then go to the camera view and begin moving the camera so it matches the waters shape by moving it and zooming in ect. And repositioning it.

Go to the modify panel and change the res to 35 mm, usually you�ll have to guess what the lense of the camera that took that photo is but I�m giving you guys a hint. But in future you�ll have to work it out yourself, based more on just what looks right. Once the camera has been placed correctly it should look something like this.

From here begin using boxes to build the geometry representing the other buildings, for the time being we are just creating boxes to get the proportions right, as we advance through creating all of the structures we'll get a better idea about where the camera should be and continue to adjust it until it is eventually accurate.

� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.