Creating a 3D model of the Ricoh WG M1 Action Camera in Fusion and rendering it in Maya

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As a 3D graphics enthusiast, I enjoy creating models that blend technical skill with artistic creativity. Whether as part of my profession or a personal hobby, I find 3D modeling a rewarding way to explore design, textures, lighting, and rendering. Recently, I chose the Ricoh WG M1 action camera as the subject of a modeling project, selected during one of my frequent internet searches for inspiration.

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Reference Gathering

When starting a new project, reference materials are crucial. I typically use Google, ArtStation, and Pinterest to find detailed images from multiple angles. For the Ricoh WG M1, finding quality images proved challenging. Eventually, I discovered its sales page on Amazon, where high-resolution product images provided excellent orthographic references for use in Fusion.

I began by closely studying these references, examining the camera’s surfaces, curves, and structural details. This preparatory step is essential for understanding how best to approach the modeling process. Throughout the project, I frequently revisited these images to refine specific elements.

 

The Modeling Workflow

Creating the Ricoh WG M1 in Fusion took approximately 20 hours over five days. The workflow involved setting up orthographic reference pictures, followed by step-by-step modeling. My approach focused on simplicity and accessibility—relying on commonly used tools and avoiding overly complex techniques, making it easier to follow for other users.

 

The final result in Fusion 360 in the screenshot aboveThe final result in Fusion 360 in the screenshot above

 

 

 

You can follow all the steps from setting up the orthographic reference pictures to adding the final details by watching the videos below:

Playlist: Modeling an Action Camera

The final model was exported piece by piece in OBJ format and imported into Maya. Choosing the right division levels for each part was critical to ensure detail accuracy without unnecessary complexity. Smaller parts used lower-density divisions, while those rendered in close-ups retained higher detail.

 

The final result of importing all the pieces into MayaThe final result of importing all the pieces into Maya

 

 

Texturing in Substance 3D Painter

To handle UV mapping, I adopted an efficient method by combining the UVs of parts sharing the same material. To ensure that the final texture had a consistent level of detail, I assigned a texture of 1k, 2k, or 4k to each piece in Substance 3D Painter, based on the amount of surface area it had. Although this method has its limitations, it proved effective for this particular model. The screenshot below shows the result of this method.

 

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In Substance 3D Painter, by changing the settings of a few Smart Materials, I assigned materials quickly. However, it took a while to create the signs and find the original fonts. I could have used similar fonts, but eventually, I managed to locate the original font that I used for the texts of the top piece in the model.

 

The final result in Substance 3D Painter in the screenshot aboveThe final result in Substance 3D Painter in the screenshot above

 

 

Lighting and Rendering

For rendering, I used Maya with the Arnold engine. A combination of a dome light and three disk lights was positioned to achieve balanced illumination. Below, you can observe the result of the lighting on the model without any textures applied.

 

Ricoh_AO_04.jpgRicoh_AO_01.jpgRicoh_AO_02.jpgRicoh_AO_03.jpg

 

 

I did not make any special settings for rendering and the changed values are shown in the screenshot below. I saved all the rendered images in PNG format and filled the background with a simple gray color in Photoshop. Initially, I considered taking the rendered images in EXR format and adjusting the colors and light intensities in Photoshop. However, I concluded that the output images of the rendering are good enough and do not need to be changed.

 

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Final Thoughts and Future Enhancements

The final rendered model showcases the Ricoh WG M1 in its full photorealistic detail. As a potential enhancement, I plan to texture the camera screen to simulate it being powered on and create close-up renders to highlight finer details.

 

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Additionally, I created a 360-degree video of the model to provide an immersive view of the design. This project not only refined my skills but also served as a reminder of the importance of reference materials, efficient workflows, and attention to detail in achieving high-quality results.

 

 

Take a look at this blog post on my website.

Visit the Autodesk Community Gallery for more images of this project!