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Framing the shot

From: Creating Product Shots in 3ds Max

Video: Framing the shot

Now that we've got our scene layout finished, we Press F3 so we can see in shaded mode.

Framing the shot

Now that we've got our scene layout finished, we can go ahead and set up our camera shot. And the way we want to do this is to actually rotate the object rather than the camera. And that's going to make the reflection mapping work better. And it's just going to keep things simpler for the camera. So we want to set the camera distance, we want to set the camera's field of view and additionally we want to rotate the object. Let's go on the top view, get in close on that, and select that helper object, grab the rotate tool and just rotate it in the world Z axis a little bit.

And we go into the camera view now, right-click on that,. Press F3 so we can see in shaded mode. And we want to move the camera forward or back and also maybe play around with its field of view. So to go forward or back we can use the dolly camera tool down here. Or we can use the move tool, and just remember we want to move only in the world's Y axis. And we also probably want to adjust the field of view because it's kind of a wide angle shot right now. We want it to be zoomed in a little bit tighter, more telephoto.

So, I've set it to be about 12, 13 centimeters away from the origin currently. And I want to, with that camera selected, go over to the Modify panel and adjust the field of view here in degrees. So if I give it a lower value then we're going to zoom in, and if I give it a higher value we're going to zoom out. Set that to let's say a field of view of maybe 30 degrees. With a default of, 45.

That looks pretty good and then maybe just move the camera back a little bit more. And finally we can make a final adjustment to the rotation. We just want to rotate the object, so that we don't see much of that wristband there, because it's not actually finished. We want to see a little bit of that but not much. We can turn off the angle snaps too, to kind of fine tune that. And we can just adjust all of those parameters until we the exact framing that we want. Maybe I want to get a little bit closer. And I can also adjust the field of view again. Just depends upon the look we're trying to get.

Okay. So I've currently got it about 11 centimeters away, and I've got a field of view of 37 degrees. And I've got the point helper rotated. About 21 degrees in z. And that looks pretty good. We can select that viewport and do a test render. And we've set up our scene, and we're ready to add some lighting.

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Creating Product Shots in 3ds Max

42 video lessons · 956 viewers

Aaron F. Ross
Author

 
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  1. 5m 50s
    1. Welcome
      1m 1s
    2. Using the exercise files
      4m 49s
  2. 32m 32s
    1. Setting the Customize UI and Defaults Switcher
      1m 43s
    2. Choosing units and grid options
      1m 13s
    3. Importing a CAD file
      5m 12s
    4. Managing the scene hierarchy
      7m 46s
    5. Managing display layers
      3m 52s
    6. Working with Body objects
      2m 53s
    7. Modeling an environment sphere
      4m 17s
    8. Creating a camera
      2m 44s
    9. Framing the shot
      2m 52s
  3. 16m 46s
    1. Creating mental ray area spot lights
      4m 31s
    2. Creating photometric spot lights
      5m 9s
    3. Setting exposure for studio lighting
      3m 9s
    4. Controlling Final Gather
      3m 57s
  4. 1h 1m
    1. Creating Arch & Design materials
      7m 26s
    2. Creating an environment material
      6m 14s
    3. Enabling self-illumination
      5m 33s
    4. Applying procedural textures
      7m 20s
    5. Working with reflectivity
      7m 10s
    6. Creating a metal material
      4m 33s
    7. Adjusting highlights
      5m 4s
    8. Varying highlights with a bump map
      6m 43s
    9. Working with transparency
      4m 44s
    10. Adding ambient-occlusion nodes
      6m 40s
  5. 37m 47s
    1. Understanding image-based lighting
      2m 42s
    2. Creating a skylight
      2m 10s
    3. Adding a spherical environment map
      2m 51s
    4. Controlling bitmap coordinates
      4m 5s
    5. Setting exposure for image-based lighting
      7m 36s
    6. Adjusting materials
      5m 38s
    7. Modeling environment geometry
      5m 42s
    8. Self-illuminated image-based lighting
      7m 3s
  6. 50m 6s
    1. Controlling mental ray Sampling Quality
      5m 18s
    2. Rendering to the high-dynamic-range EXR format
      5m 52s
    3. Defining After Effects color settings
      4m 0s
    4. Adjusting the image
      10m 4s
    5. Setting up render elements
      7m 51s
    6. Creating ambient-occlusion materials
      6m 9s
    7. Layering specularity and reflections
      3m 47s
    8. Adding all render-element layers
      7m 5s
  7. 49s
    1. Goodbye
      49s

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