Before I add my 2 cents, I want to emphasize, I'm your big fan at the ArtStation ;-) Regarding this video (the fSpy part): - fSpy cannot determine the principal point unless your image has a 3-point perspective; in 4:14 - you get this orange circle in the right bottom corner, although your picture has its principal point in the middle (as it hasn't been cropped/shifted); you should never try to establish 3 nor 2 vanishing points for such images - as you've noticed this image has a 1-point perspective, you should have changed the number of vanishing points to 1 at the beginning and not drawn two Y lines because if you had matched Y precisely, you'd have got two parallel lines and an error in fSpy - for 1-point perspective you also have to manually determine the focal length I cover the above problems in my fSpy tutorial: ruclips.net/video/daiMOYR8GS8/видео.html
This is a game changer for blocking out my environments, thank you so much, probably the most useful video related to 3D I've found on youtube. Keep up with great contentl!!
I followed all of these steps, and it looks correct in Blender, but after importing it into Maya, the perspective is incorrect. Anyone else having this issue?
I ran into the same problem with fSpy and Maya. Here’s how I fixed it: 1. Use the Angle Number from fSpy: Find the angle number under "Camera Orientation" in fSpy. 2. Set the Film Aspect Ratio in Maya: Input this angle number in Maya under the "Film Aspect Ratio" setting (in the camera's attributes that you import from Blender). 3. Adjust Fit Resolution Gate: In Maya, tweak the "Fit Resolution Gate" setting. For me, "Overscan" usually works best. This approach should help you get a more accurate camera match in Maya. Hope this helps someone!
Thank you for this video, I was actually looking for something like fspy for Maya. I know that I could've find out by myself how to import and export in blender the fspy camera but even if I have blender installed on my computer I do struggle in using it as it feels too different from what I've used to. So figuring out how to do this by myself felt kinda wasting my time meanwhile I could literally keep modeling other stuff in Maya, so thank you for for sharing this and saving many users time.
Thanks a lot, we have a lot of problems at work with reference images from many diffrents cutomers, adjusting these ones in maya image planes is really a big headache! thanks again so much for this help
Amazing tutorial thank you! I’m just stuck on the part importing the FBX to Maya, I keep getting offsets in the Film Offset of the camera, making the Image Plane appear off-center. And when I zero it out, my perspective shifts. Really stuck here :(
Having a problem with fitting the reference image to the resolution gate, it has the same resolution, but it offsets a little to the right for some reason, its driving me crazy!. However it does not do the same with a normal perspective camera. How do i fix this?
I have set the render setting to the same as the resolution of picture but the image plane is shifted slight towards Left from Resolution gate. When I hate the "Fit Resolution Gate" the height of Image plane match the resolution gate but it is still offset to Left I will DM you on Instagram with screenshot so that you can better understand what I am talking about EDIT: This issue is with 3-point perspective. 2 point perspective works perfectly . Does anybody know some workaround for 3-point perspective.
fSpy doesn't work with orthographic images (blueprints) or images which lens distortion. If the reference images were taken with a camera and you can see the environment background good enough, then yeah, you can use fSpy with the images!
You have to set the the resolution in you render settings so it matches the reference image, then it will automatically match in the viewport when you use the resolution gate.
Thank you for this. I was using another bought programme to do this in Maya and I can't get it to work properly then started using fSpy and also there I could not get it work correctly. Thank you!
I would consider the model to still be in "blockout" form as it only took about 30 minutes to create. There is a bit more detail that I still need to add. Hoping to have that done soon!
@@stevenp6761 Speed comes with experience don't sweat it worst thing to do is rush and make mistakes. I've really slowed down recently i was rushing like mad to get stuff done lol
Hi, how are you rendering out the furnishings and shadows only so that it can be composited on top of the original photo? Are you using VRayMtlWrapper? When i use it it wont catch shadows on an enclosed environment. only on a flat plane.
for some reason, my camera is shifted in Maya, although everything is fine in the blender!(( I tried to configure several different cameras, and all of them have an offset in Maya
Nice tutorial. I have issues with it though, When I import my camera into maya it has a film offset and i can't find any information on how to deal with that.
I end up just transferring the transforms and FOV/Focal Length of the imported camera onto a new camera in Maya. This prevents any rendering issues that I ran into when bringing over the camera.
Before I add my 2 cents, I want to emphasize, I'm your big fan at the ArtStation ;-) Regarding this video (the fSpy part):
- fSpy cannot determine the principal point unless your image has a 3-point perspective; in 4:14 - you get this orange circle in the right bottom corner, although your picture has its principal point in the middle (as it hasn't been cropped/shifted); you should never try to establish 3 nor 2 vanishing points for such images
- as you've noticed this image has a 1-point perspective, you should have changed the number of vanishing points to 1 at the beginning and not drawn two Y lines because if you had matched Y precisely, you'd have got two parallel lines and an error in fSpy
- for 1-point perspective you also have to manually determine the focal length
I cover the above problems in my fSpy tutorial: ruclips.net/video/daiMOYR8GS8/видео.html
Thank you for your valuable insight, I will pin your comment for anyone watching this tutorial. Great content by the way!
@@OnMars3D thank you. It’s very motivating to hear this from such an artist.
This is a game changer for blocking out my environments, thank you so much, probably the most useful video related to 3D I've found on youtube. Keep up with great contentl!!
Thank you, more to come!
You just made my homework a lot easier, thank you!
Happy to help!
I followed all of these steps, and it looks correct in Blender, but after importing it into Maya, the perspective is incorrect. Anyone else having this issue?
I ran into the same problem with fSpy and Maya. Here’s how I fixed it:
1. Use the Angle Number from fSpy: Find the angle number under "Camera Orientation" in fSpy.
2. Set the Film Aspect Ratio in Maya: Input this angle number in Maya under the "Film Aspect Ratio" setting (in the camera's attributes that you import from Blender).
3. Adjust Fit Resolution Gate: In Maya, tweak the "Fit Resolution Gate" setting. For me, "Overscan" usually works best.
This approach should help you get a more accurate camera match in Maya. Hope this helps someone!
I was literally just looking for this and got your notification! Thanks a lot!
Love when that happens, glad it helped!
Thank you for this video, I was actually looking for something like fspy for Maya. I know that I could've find out by myself how to import and export in blender the fspy camera but even if I have blender installed on my computer I do struggle in using it as it feels too different from what I've used to. So figuring out how to do this by myself felt kinda wasting my time meanwhile I could literally keep modeling other stuff in Maya, so thank you for for sharing this and saving many users time.
No problem, always happy to help!
Thanks a lot, I needed to figure this out.
tysmmm! for this tutorial
No problem!
Thanks a lot, we have a lot of problems at work with reference images from many diffrents cutomers, adjusting these ones in maya image planes is really a big headache! thanks again so much for this help
This was super helpful! Thank you very much.
Glad it was helpful!
awesome 👍 just want to say thankyou very much
Soo soo much informative
Amazing tutorial thank you!
I’m just stuck on the part importing the FBX to Maya, I keep getting offsets in the Film Offset of the camera, making the Image Plane appear off-center. And when I zero it out, my perspective shifts.
Really stuck here :(
Thankyou sir keep doing the hard work ❤️
Always welcome!
Great Thanks Man!
Having a problem with fitting the reference image to the resolution gate, it has the same resolution, but it offsets a little to the right for some reason, its driving me crazy!. However it does not do the same with a normal perspective camera. How do i fix this?
I am also having same issue. Did you find any solution
Thanks Alot man you deserve more subs
I appreciate that, like and share helps the channel grow!
@@OnMars3D Sure
I have set the render setting to the same as the resolution of picture but the image plane is shifted slight towards Left from Resolution gate. When I hate the "Fit Resolution Gate" the height of Image plane match the resolution gate but it is still offset to Left
I will DM you on Instagram with screenshot so that you can better understand what I am talking about
EDIT: This issue is with 3-point perspective. 2 point perspective works perfectly . Does anybody know some workaround for 3-point perspective.
Hi...
Where is ur car interior modeling we are waitting.. And why not do car modeling in blender !!! Ur videos are amazing
Sorry but a last question, can i use fspy to set one layout from different images like in 3d (front, side, back, ...)?
fSpy doesn't work with orthographic images (blueprints) or images which lens distortion.
If the reference images were taken with a camera and you can see the environment background good enough, then yeah, you can use fSpy with the images!
@@OnMars3D Thaks you so much boss
I had an issue when I was setting up the image plane, the "Fit to resolution gate" did not worked. You know what may have been the issue?
You have to set the the resolution in you render settings so it matches the reference image, then it will automatically match in the viewport when you use the resolution gate.
Thank you for this. I was using another bought programme to do this in Maya and I can't get it to work properly then started using fSpy and also there I could not get it work correctly. Thank you!
Great to hear!
Roughly how much time did it take you to build the untextured final model 23:34 ? Thanks!
I would consider the model to still be in "blockout" form as it only took about 30 minutes to create. There is a bit more detail that I still need to add. Hoping to have that done soon!
@@OnMars3D thanks! I need to practice more to speed up :) I wouldn’t do it in 30min.
@@stevenp6761 Speed comes with experience don't sweat it worst thing to do is rush and make mistakes. I've really slowed down recently i was rushing like mad to get stuff done lol
Hi, how are you rendering out the furnishings and shadows only so that it can be composited on top of the original photo? Are you using VRayMtlWrapper? When i use it it wont catch shadows on an enclosed environment. only on a flat plane.
I'm not using V-Ray Mtl Wrapper, just standard Vray Mtl. This is the benefit of camera matching so it closely aligns to your original reference.
unfortunately. when I click the fit to resolution gate my image don't snap on it
I was really missing camera matching scince I am coming from max , my teacher said though , that you can import the camera from 3ds max ...
Yeah, that's definitely an option!
What is the camera matching tool in 3DS Max called ?
@@hemanthsaji3606 the perspective match tool !
Someone made a plugin so fSpy works with Maya.
Google: JustinPedersen fSpy
I just found his video here: ruclips.net/video/CCwb4f2G5VI/видео.html
Thanks for sharing!
for some reason, my camera is shifted in Maya, although everything is fine in the blender!((
I tried to configure several different cameras, and all of them have an offset in Maya
They should have an offset in Maya, that's why we group it then rotate it with the pivot set to the world origin (0,0,0).
Why didn't you model and render in Blender?
camera view in maya missmatches blender's one. what am I doing wrong?
I had to rotate the camera 90 degrees. If it still causes issues, recreate a new camera with the same position as the imported camera.
3ds Max has a similar perspective tool
It does, and it works great. I've actually setup camera's in 3ds max and then brought them into Maya.
@@OnMars3D If you could make a video on that I would be forever greatful :)
What is the name of 3ds max perspective tool?
@@hemanthsaji3606 watch this video, should help, ruclips.net/video/ck0BHKY2brc/видео.html&feature=share
Nice tutorial. I have issues with it though, When I import my camera into maya it has a film offset and i can't find any information on how to deal with that.
I end up just transferring the transforms and FOV/Focal Length of the imported camera onto a new camera in Maya. This prevents any rendering issues that I ran into when bringing over the camera.
@@OnMars3D Thanks. That'll help.