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Creating virtual product shots reduces the need for photography. But those shots need to be accurately shaded, lighted, and rendered to seem realistic. 3ds Max can help. It's a powerful application for design visualization. In this course, you'll learn to shade, light, and render a product shot in 3ds Max. Aaron F. Ross leads you through the entire production workflow, starting with a prebuilt CAD model. Once the model is imported and the scene is organized for 3ds Max, Aaron shows how to create Arch & Design materials, construct several different lighting setups, render in mental ray, and color correct in Adobe After Effects. Explore the power of 3ds Max to present your product renderings in their best light.
Want to learn how to create the same effect with Maya? Check out Creating Product Shots in Maya.
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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