There is a tutorial for 3ds max. But there should be something for Maya, but I think the plugin functions the same in both. It does require patience and practice beyond tutorials in order to make reliable photo matching.Do you know somebody who could explain me , the camera matching in maya ???please ^^
Yes @A3DR is probably the best I have seen at camera/photo matching it’s a real art all on its own and very frustratingThere is a tutorial for 3ds max. But there should be something for Maya, but I think the plugin functions the same in both. It does require patience and practice beyond tutorials in order to make reliable photo matching.
Do you know somebody who could explain me , the camera matching in maya ???please ^^
Thank you dude ,
Camera matching is a bi*** but can be extremely helpful and worth the effort. Just wanted to start out with that. You'll find many tutorials on how to align a living room with a set of stairs or a movie scene with a door and all details on camera position and lense angle which we usually do not have.
In Maya, as in Blender, the camera settings are helpful but not really necessary. If you have the lense information (aperture, f-stop, focal length, camera type) put them in but this will matter in the final stages only. You need to think of it more as a perspective matching exercise. Camera should roughly match real life device so if you have a photo taken with a Canon 5D don't go off of an iphone sensor and vice versa.
Scene/Camera resolution need to match the photo and then you should start by moving the camera with the best guess or accurate settings to the position you think it would be when looking at the photo. The relation of focal length to distance to object is the crucial bit. Try to find distinctive reference points (edges, wheel centers, mirrors, pillars, whatever) and do a rough match then adjust focal length and distance/angle to object, after about 30 trial and error adjustments I'd stop because one thing that everyone (including @A3DR) will tell you is that you won't get a perfect match.
Line up the section/part you want to model and go from there, then move the camera to match another section and so on. I've viewed all the 3D program matching tutorials and most are useless for our purposes.
https://***********/y3eyaye5
Go over that one a few times and you'll see what I mean...could be moved to the right a bit in front but then the C pillars wouldn't match up as nice, could increase lense angle a bit to capture rear better but then front would be out of whack, wheels can't be accurate because we don't have camber in Blender, etc. etc. so you can tell...I love it!
This is the position of the camera and the Blender cam settings are set to iPhone 7, I think the picture was taken with an iPhone 5. Zooming in on specific areas, then locking the camera to view and adjusting, then doing another area and always keeping the overall match in check is the way I do it.
PS: Excuse the black triangle below the rear view mirror, that is my door panel vent mask for alignment which I forgot to hide .
eg. for rotation around Y and Z, you want something symmetric that you can see both copies of, left and right, cause once they both match, only your X rotation needs to change (and can do so without moving either copy of that point)
I have the mirror modifier "on cage" to help highlight what I mean - you can see that these points are in the correct spot on both sides of the grille. That means rotating the camera around the X axis wouldn't move either of them, so from here I can (e.g.) line up the edge of the windshield vertically by using that rotation.
If I do select the camera and rotate around X, the model moves like this, and you can see the X axis it's rotating around:
I think this camera's still a little long on focal length, easy way to detect that kind of thing with the model at this level of completion is if the front of the car is the right size, but the rear is too large/small. Hard to demonstrate due to the lines I'm looking at not yet existing on the model, but in this case it's marginally too large, meaning it needs a wider FOV / shorter focal length.
I have the mirror modifier "on cage" to help highlight what I mean - you can see that these points are in the correct spot on both sides of the grille. That means rotating the camera around the X axis wouldn't move either of them, so from here I can (e.g.) line up the edge of the windshield vertically by using that rotation.
If I do select the camera and rotate around X, the model moves like this, and you can see the X axis it's rotating around:
I think this camera's still a little long on focal length, easy way to detect that kind of thing with the model at this level of completion is if the front of the car is the right size, but the rear is too large/small. Hard to demonstrate due to the lines I'm looking at not yet existing on the model, but in this case it's marginally too large, meaning it needs a wider FOV / shorter focal length.
Thank you @Stereo great stuff !)
If i got it , that would be to set " the pivot " of my camera on a corner ? if I resume it quickly ?
When you start from the beginning on ??, best is to place like wheels ? because we can know the real size of it + wheel base ? then you try to place it , or an element of the environment , like houses or windows etc ?? This is where the critical point is
At that length in the AC engine you can probably feel the car jitter through the wheelMugello circuit (61.8km)
SWEEEET! Was wondering when this one might happen...will surely be another classic masterpiece! I'm still driving the version you sent me, uh, a long time ago...and that one is a blast!and yes, that's the Battenbergring (12.6km)