Next
is the tricky part. Move your camera (first from the top view,
then left or right) until the viewport grid (ground plane) matches
the grid you created in your reference image. Make sure you maintain
the match between the horizon lines.
When you believe you have achieved a match, create some dummy
geometry to represent the structures in the scene. This will allow
you to see the accuracy of your match. A plane on 0,0,0 (your
viewport plane origin) would be your ground plane. Tweak the lens/field
of vision (perspective) as necessary.


Almost
there. Note that you do not need to match your grids perfectly,
just the relationship between them. The Yellow lines are our viewport
grid lines.

There
are a number of variables that will effect the accuracy of your
match. If the focal length and the perspective of the virtual
camera and the reality camera differ, there will be deviations
between the two.
Now
that you have your camera placed and your dummy geometry in place,
you can approximate the lighting. Here is a simple way to visualize
the general location of the light source in your scene. Match
a point in the scene with the same point on the shadow. (these
are represented with two yellow arrows) Connect the two points
and you will have the direction of your light source.

To
further add realism to your composited elements, make the color
of your shadow match the existing shadow color.
Our
scene is set up and ready for our 3d elements.
Let
me introduce a good friend of mine, the matte material. In 3dstudio,
the material is called the shadow/matte material. We will assign
this material to our ground plane, in order to 'catch' the shadows
of our composited items. (make sure you have accept shadows on)
An example of how the matte material is useful is illustrated
below. The matte material is handy when you want to mask out areas
in the scene that your 3d objects move behind. Below, I built
the extruded triangular roof element, and assigned it the shadow/matte
material, then placed the ball behind it.
As
a final note, it is an artform in itself to get your composited
elements to blend realistically with your background. I will delve
more into this topic in version 1.2 of the tutorial. Don't be
afraid to rip textures directly from your image, as we did with
the color vaules of the shadows. Use blur and pay attention to
the saturation of the colors of your composited elements (I obviously
didn't ;P)
As
always, this is just one way to get the job done, it has worked
for me and allowed me to do this type of work extremely quickly.
Hopefully it will work for you. Enjoy.
-Bruce