3ds Max and other software usually have a plugin to help the user with camera matching. I think it is also important to know the basic perspective rules to make a perfect camera match quickly and manually. In this tutorial I’ll be using 3ds Max, but this is an universal technique than can be applied to other software packages too.
I’m supposing that the picture I want to match was taken on the ground by a 1.70m tall man, as this is the most common average height. Here’s the original image, so that you can work through the exercise yourself (Fig.00).
Let’s get started!
In the render panel (F10) set the render Output Size and then put the image as the background. They must have the same image aspect. Our picture is 1600 x 1200 (= 1,333 image aspect)(Fig.01).
Select the picture as the background (Fig.02).
Be sure to use Show Safe Frame for the camera view (Shift + F) in order to display the correct proportions in the viewport (Fig.03).
Create a plane, like a big floor, and set up lots of subdivisions. These lines will help us to match the camera with the plane more easily (Fig.04).
If you liked reading this tutorial, you may also be interested in the following.
"Creating and texturing a football / soccer ball using 3dsmax" by Themis Benetatos Several people have asked me how they could texture a football generated with my Football Ball Maker script.
The first, and ugly option, would be to flatten the UVs in an unwrap modifier and then texture it in a 3D painting
software like Mudbox/Bodypaint etc. The second option would be to create a low poly ball, unwrap it and then
generate a normal map for the patches from the high poly model.
Hello, Ciro! I found a difficulty of how to make the plane match to the photo by moving the camera. I've already followed your tutorial, but the plane won't follow the photo's perspective. Do you know why?