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Realistic Eye Modeling for 3D Characters

By Krishnamurti Martins Costa
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(9 Votes)
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Date Added: 9th December 2009
Software used:
Maya

11. Duplicate this model and transform it in the second one: the iris, pupil and white of the eye. For that, you will flatten the camber almost completely in the previous piece. Select the edge ring in red...

948_tid_011.jpg
12. ...connect and create a new edge loop like this:

948_tid_012.jpg
13. Pull the vertexes (or extrude the faces) of this area, forming a hole, that is the pupil:

948_tid_013.jpg
14. Here is the perspectvie view (the iris is ALMOST flat, but it has an area slightly deepened):

948_tid_014.jpg
15. Here, the two pieces in the side view, wire/SubD:

948_tid_015.jpg
16. And here, in perspective view:

948_tid_016.jpg
17. To make the cornea shader, use the configurations posted left (MAYA) or approximate this result using MAX. Clue: for specular, choose the white color however, force to use 2 times whiter (adjusting V from HSV for 2, for instance). Use a low reflection value(0.037, in MAYA) and 1.2 value for raytrace/refraction:

948_tid_017.jpg

18. For the other piece, modeled last, use the texture that you made using my other tutorial and a very low especular level and very "open" highlight (almost opaque). Use planar/frontal map for this texture:

948_tid_018.jpg
19. If you want to include some volume in the veins, hide all iris layers, change image to grayscale mode (or desaturate) and use this image as the bump map:

948_tid_019.jpg


20. You will also be able to add a self-ilum map or incandescence in the iris, using a map as this (very low value):

948_tid_020.jpg
21. Here is the "final" version:

948_tid_021.jpg

Final tricks

a) use an area light to simulate window reflections;
b) for cornea, turn off the cast shadow. This will save a lot of render time in your scene.  


 
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