Select
the Ocular object then Attach the
Cornea object.
Now there is only the Ocular object.
As
this Ocular object belongs to the
head we will assign the same Multi-Sub/Object
material to it (see
the mapping head ).
For that add 2 slots with the Add
button and name the new Checker IDs.
Select
the Eye and apply this material to
it.
Select
the internal sphere in Element mode
and enter 4 within Material ID, start
again for the external sphere with
a value of 5.
Before
placing the co-ordinates of mapping,
select the faces shown and delete
them.
If we could see it we would need the
full sphere. This not being the case
we can safely delete the back half.
Apply
a Planar Map in face mode.
Adjust
the mapping Gizmo with View Align
and FIT.
With
Texporter (see
more details here ), enter 512x512
for the size of the texture, then capture
Only ID 4 to recover the UV of the eye
and Only ID 5 for the Cornea
On
left the UV of the Cornea and on the
right those of the Eye.
Now goto Photoshop and begin textures
according to these guides.
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In
Photoshop, place the Guide image of
UV on a Layer and apply negative or
invert color, using Multiply mode
will give us the transparent white.
Add copy layers for each part of the
eye texture, to facilitate the final
improvements.
Make
the reflections in the same way for
the texture of Outer Eye, but this time
use the Guide image in Screen mode to
have the transparent black.
Save
the textures in TGA, TIFF or PNG format
and KEEP the Original PSD files with
all the copies.
Checker ID 4 corresponds with the
eye, place this in the Diffuse channel
of the Ocular.
And
in Checker ID 5, set the colors to
white as opposite, boost the specular
and place the texture bitmap in the
Reflection channel this time, with
a value of 20% or less.
Take care to activate the mapping
by UV, by default it is Environ which
is active.
This
way makes it possible to add reflections
on the cornea without having recalculate
an exact calculation of the raytrace
environment...
Adjust
the orientation of the eyes (the second
eye is a simple copy not a mirror of
the first).
Some
renders with basic scanline.
You can go back and customize the
shaders of the eye to give a more
personal look to your materials.
Click on the images to see them into
large