View Full Version : Do I have to model perspective?
Northchild 01-24-2004, 09:43 AM Possibly a *very* stupid question. I would have thought that perspective would take care of itself in any 3D project, but I'm not having an easy time with this.
I'm trying to model a room with 3ds max. I've used basic boxes and have added a window:
http://www.northchild.com/cgtalk/room01.jpg
Now, what I WANT to end up with, is something like this:
http://www.gamespot.com/pc/adventure/syberia/screens.html?page=121
I seem to be missing a fairly big chunk of knowledge here. The walls that I made are to scale, and this room that I'm trying to model is small but it wouldn't be unusual for a child's room, why does everything seem so "close"? Is it simply a matter of creating/changing cameras, or do I have to model the perspective of the walls as if I was drawing something, or am I completely off-base?
Thank you! :)
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CLONEOPS
01-24-2004, 10:09 AM
you sort of answered yur own question
use a different camera focal lenght.. 35mm... 55mm...
what ever....i dont know what the standard for your software
view is maybe 100mm/it is in rhino3d ...
human eye i thinK is more familar with a focal length of 60mm
or something ..
zoom lenses are what 200mm plus on cameras...
anybody else.............................................
Northchild
01-24-2004, 05:16 PM
Ah - changing focal length does seem to help quite a bit. I'm having some luck with creating a camera and reducing focal length to around 15mm.
Are there any other settings that might help things out?
CLONEOPS
01-24-2004, 06:01 PM
you could also set the camera height to a human scale...
lets say if the viewer were a child at 4 foot looking up... or an adult at 5 ft 10 looking slightly down....
also it is a very, very small viewing space.......
try very close up but a wide angle lens ...35-
and moving far far back using telephoto 200+
you have to compensate for the fact that you Are working
on a 17 inch or whatever viewscreen so it seems
like you/me have to make up for that. too.
also why not try warping the actuall geometry
of the room ...it never hurts to try you own suggestion mate.....
movies on screen are not square they are elongated for a reason i find out
and.......
try using the viewport cropping in max to one of the
ciinema Ratio presets maybe it will help.
later on find a good book on perspective, i did
just get one and its helps alot for setting up scenes.
g-luk! future artist
MadBarinwave
01-24-2004, 08:40 PM
with your first picture, it seems as if the room doesnt have enough depth in the first place, i agree with the previous previous poster about the camera being at human eye height. if you make the room have more distance from the opening to the far wall that should help. and also make it so that the camera is actually inside of the room. the perspective in the second picture gives you the feeling that your in the room because you dont see the walls end.
Northchild
01-25-2004, 06:25 AM
Thank you for your replies, it's starting to look more like an actual room now, and I feel like I can start making more stuff and increasing detail now. I'm waiting to get my hands on the 3D Total Texture CDs for texturing stuff, can't wait. :)
http://www.northchild.com/cgtalk/room04.jpg
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