How To Make Eyes In Blender

How To Make Eyes In Blender

Note: This tutorial uses the same modelling and texturing technique described in the well-known MAX tutorial by Adam Baroody (http://www.3dluvr.com/rogueldr/tutorials/eye/eyes.html). The sole purpose of my tutorial is to make this technique more popular among the Blder users by explaining how to achieve the same result with Blder.

The goal of this tutorial is to make a Pixar-looking eye. One of the main reasons that Pixar's characters really convey life is in their eyes. They have depth, you can see how the eye not only shines but it collects light. You may think that you can't achieve this effect without raytracing but you're wrong. The secret of this depth is in the modelling of the eye. Let's see how it works!

Blender

In this picture you can see the ingredits of the eye model. The blue mesh at the left is the cornea. Its shape allows for a small spot of specular light to appear on it ev if the light is in a far side position. The mesh next to it is the iris. Now notice how it's a bit concave. That's the tricky part - the shape of the iris allows for a wide soft specular light to appear at the opposite side of the lamp direction. This fakes refracted light from the cornea and makes the illusion of collecting light and creates depth. The next mesh is the eye pupil - a simple circle.The pupil size is the same size as the iris hole. You can position it close to the inner side of the iris. And finally - the eyeball. It's a simple sphere with a hole in it.

How To Make A Simplified 2d Eye Rig In Blender 2.92

I won't go deep into modelling of each elemt - it uses Blder's subdivision surfaces and it's quite simple as you can see.

To make the eye white, press NUM3 to go into side view and add a UVsphere with 8 segmts and 8 rings. To create the hole at the front of the eyeball, delete the 8 triangular faces that make up one d of the eyeball. Ctrl+Tab+3 to go into face select mode, B for border mode and select the middle 8 triangles as shown below, press Delete or the X button and LMB on Faces.

The resulting hole will be ringed by 8 vertices (which you could subsequtly extrude and use to help you model the sections below - just a suggestion for those who feel capable)

How To Make Anime Eyes? They Look Like Fetus Eyes And Not 100% Female

The eye white has white color and high values for Spec and Hard (depds on the lighting), as well as a moderately high Ref value (0.700 - 0.800). Optionally you can use a reflection map to make it look more wet but I usually don't do this.

(User: Make sure shadow buttons are off or it will black out the iris. Spec and Hard are located in the Shaders tab.)

-

All that is required now is a bit of tweaking of the texture size using the Xsize and Ysize values in the Map Input tab, and scaling the pupil hole size in Edit mode. Also please remember to change 'Projection' in the map input settings from 'flat' to 'cube'. You can tweak the RGB values and brightness/contrast of the image to achieve the appearance you want. Use a smaller value for Hard (about 50) otherwise you'll have a too shiny look instead of soft specular that fakes refracted light. The Spec value depds on the ergy and distance of the light that illuminates it. Gerally you'll need to take care that the refracted light on the iris should be no more than half as bright as the small specular spot on the cornea - otherwise you'll achieve the bad effect of two specular spots. Oh, another important thing - join the four meshes before tweaking the texture coordinates. Otherwise you'll have to do the job twice after you join them, because the texture space is changed. And activate shadeless button.

How To Make 3d Fortnite Thumbnails

The cornea uses a transpart material (alpha = 0.1) with Spec = .6, Hard = 255 and SpecTra = 1. Ztransp should also be turned on (found under Links and Pipelines tab). The cornea is simply a piece that fits exactly in the middle of the hole in the eye white. Make sure that the 'Traceable' button, under Rder Pipeline, in the Links and Pipelines tab, is switched off.

The lighting is simple - move the eye to a new layer, create a new lamp and make the lamp affect only this layer. Position the lamp at a good angle so you have a small shiny spot of specular light on one side of the iris and a soft spot of refracted light on the other side. You can use a backlight to prevt the eyeball from being too dark at the non-illuminated part.

Realistic

Note though that it is not mandatory to create a new layer; it's just meant to prevt cluttering in your main workspace. It's completely optional.

How To Make Eye Tracking Empty For Cartoon Flat Eye

That's it! Now you're (almost) ready to start with character animation. You have a nice eye, now you only need a character for it!

You can change the color of the eye by either changing the cornea color, or by changing the iris color itself. Changing the cornea color might be like putting on colored contacts.

Modeling

To change the iris color you can either edit the iris image external from blder or you can modify the RGB values of the image wh imported into Blder.

Need Some Help Sfm And Blender

Troubleshooting [ edit | edit source] I don't know where is the SpecTra Value. I'm working on 2.46. [ edit | edit source]

This applies to 2.6. Something that doesn't seem to be mtioned in this tutorial (sorry if it is and I missed it) is the cornea's shadow settings. If it casts a shadow, it will block out everything inside the eye. So under the cornea's Material->Shadow settings uncheck the cast box. Another option is to leave the cast box in your cornea on, and change to shadow setting in your iris. Check the Receive Transpart, and that works just as well.

Been

The cornea uses a transpart material (alpha = 0.1) with Spec = .6, Hard = 255 and SpecTra = 1. Ztransp should also be turned on (found under Links and Pipelines tab). The cornea is simply a piece that fits exactly in the middle of the hole in the eye white. Make sure that the 'Traceable' button, under Rder Pipeline, in the Links and Pipelines tab, is switched off.

The lighting is simple - move the eye to a new layer, create a new lamp and make the lamp affect only this layer. Position the lamp at a good angle so you have a small shiny spot of specular light on one side of the iris and a soft spot of refracted light on the other side. You can use a backlight to prevt the eyeball from being too dark at the non-illuminated part.

Realistic

Note though that it is not mandatory to create a new layer; it's just meant to prevt cluttering in your main workspace. It's completely optional.

How To Make Eye Tracking Empty For Cartoon Flat Eye

That's it! Now you're (almost) ready to start with character animation. You have a nice eye, now you only need a character for it!

You can change the color of the eye by either changing the cornea color, or by changing the iris color itself. Changing the cornea color might be like putting on colored contacts.

Modeling

To change the iris color you can either edit the iris image external from blder or you can modify the RGB values of the image wh imported into Blder.

Need Some Help Sfm And Blender

Troubleshooting [ edit | edit source] I don't know where is the SpecTra Value. I'm working on 2.46. [ edit | edit source]

This applies to 2.6. Something that doesn't seem to be mtioned in this tutorial (sorry if it is and I missed it) is the cornea's shadow settings. If it casts a shadow, it will block out everything inside the eye. So under the cornea's Material->Shadow settings uncheck the cast box. Another option is to leave the cast box in your cornea on, and change to shadow setting in your iris. Check the Receive Transpart, and that works just as well.

Been

0 Comments

Posting Komentar