Camera Mapping (相机映射)

The environment in the Character Customization Scene of TWD is not 3D, it is just only one image (above) pre-rendered by Blender.

But when we put an actual 3D character in Unity, we what it looks as she/he is standing in the 3D movie studio. How? We do Camera Mapping.

First, create a new Camera in Unity and copy the position and rotation of the Blender camera. We can do this because: Blender’s unit = Unity’s unit = 1 meter.
Careful about the rotation though, Blenders’ up is Z while in Unity it’s Y.

Now for the field of view, we can’t use the same field of view on both camera. You may noticed I used 16mm focal length (that’s 90° FOV on 32mm full frame format sensor) for the Blender camera, but clearly 90° doesn’t match. So export part of the studio, import them into Unity and put them where they were, then drag the “Field of View” slider in Unity’s camera inspector until the objects match the background image, as shown below.

And that is it. Now wherever we put a 3D object in the scene (as long as it’s position.y == 0), it will looks like on the ground of that movie studio.

PS: one last thing, Photoshop’s “Filter -> Blur -> Iris Blur” was used for the background image.

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