View Full Version : Modeling from perspective references?
SMASH
September 5th, 2007, 05:20 PM
I need some help with modeling with perspective references (like Conscars was doing with Valhalla) except my little project is for a gun in which i can't get a side view... are there any tips or tutorials?
Con
September 5th, 2007, 10:30 PM
First you need an object of reference for the images. I regret using that modeling technique for the terrain because there is absolutely nothing there that you can line up your images with perfectly. It makes for some really inaccurate modeling. The method is great for things that have exact angles and flat surfaces though.
Say I wanted to model a gun like you said. The first and most important thing to do is find out what the FOV of your images is. This can be found out by putting a box in your viewport, setting up the camera to have a background image (your references), and adjusting the FOV on the camera until the box about matches up with the lines of the gun in your picture, since guns should have nice flat and parallel lines in them that can line up with the box. You could also try objects in the background. Each time you use a reference, you need to check the FOV unless you have a whole bunch with the same FOV.
Next, Lines your box up with the guns by adjusting the camera's locations. Adjust the box's shape to closely match the size of the gun. If the box looks like it belongs in the photo, is lined up, and has the correct FOV to match the photo, then you can begin modeling. Every time you position something, you need to check that position from all of the references. If things aren't lining up in different cameras, then you need to readjust your camera's position or FOV.
If you need to get a closer look at lining things up, make another camera and set it's position and rotation to the same as another camera's. Make it's FOV smaller to get a close look at things. This only works if your background reference images are on planes like they can be in Maya, so they can be seen from any viewport.
Tweek
September 6th, 2007, 08:06 AM
it's not that hard, if your mind is good at comprehending spatial stuff.
propably the only difficult thing, is proportions. you'll want to measure things.
measure lengths and spaces, relative to eachother.
measuring = winning.
moar reference = winning
DaneO'Roo
September 6th, 2007, 09:18 AM
If you can't model from perspective stuff, then I suggest giving up, or trying to learn more about perspective before moving further with modelling. I find it incredibly easy to work from perspective stuff :/
No planning, you just...do it?
Maybe I'm just used to it, having been learned in it since I was like, 5.
Leiukemia
September 6th, 2007, 11:31 PM
Not knowing how to model in perspective doesn't mean you're not good at it. I know I've never modelled anything in perspective...
DaneO'Roo
September 7th, 2007, 01:04 AM
Yeah but that means your limited to the 2 dimensional. Funny as that sounds, if you can't model using a perspective reference, you usually can't visualize something in your head. Often game design, there are quite alot of instances where the concept art and modeling references for artists are in perspective. They just have a good perspective mind and can visualize it's correct proportions.
Not often, but I'm fairly sure that level concepts are nearly always perspective. Weapons, not often, but I've seen it. Characters are binary in that way. It depends on what the artist who's modelling it prefers.
Personally, I'd rather not waste time with changing perspective views and what not with reference images, and just work off 1 or 2 perspectives.
Tweek
September 7th, 2007, 05:01 AM
99% of the time, your concept will be perspective, because a perspective view can just holt SSOOOOO much more information.
also, what dano said.
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