'General'

 
'Creating Animated Pupil Reflex'
by Seger van Wijk


Solving the double texture projection:

1. Switch to Camera > Right. Select the Rectangle Selection tool. Make sure Only Select Visible Elements is switched off and drag around the polies of the front of the eye as shown


2. In order not to overwrite the Selection Tag we've just made with the one that we are going to make now, click the blue triangle of the "inside eye"-model.

3. Go to Selection > Set Selection. A second Selection Tag is added to the model. Click on it in order to select its Attributes

4. In the Name box rename the tag to "front".

5. Next, select the Texture Tag and drag the rightmost Selection Tag (the one that is called "front") to the Selection box in the Attributes Manager. Immediately the portion of texture that was projected onto the back of the eye is removed


Making the cornea:

1. Select the outside eye object. Unhide it from the viewport and the renderer by clicking on the small red dots next to it until they turn grey. There are still polygons selected but we need none selected. So, In Selection, choose Deselect All

2. Select the Polygon Tool to go into polygon mode if not already selected.

3. Select Extrude Selected and in the Attributes Manager type "3" in the Offset box. Make sure Create Caps is switched back on. Click Apply.

4. When you hit the render button now, you can see the eye is encapsulated by the cornea but it is grey and opaque. We need to make a glassy texture.




Making and applying the cornea texture:

1. In the Material Manager, select File > New Material. Double-click the new material thumbnail (next to our iris material).

2. In the Material Editor, activate the Transparancy channel. Set Brightness to 90%. In the Refraction box, type 1,33 and activate Fresnel

3. Activate the Reflection channel and leave Brightness to 100%

4. Rename the Material "cornea"


5. Close the Material editor

6. Drag the cornea texture to the "outside eye"-object

A final small tweak:

1. Now, when you hit the render button, it doesn't look quite right. That is because the polygons of the inside of the cornea are in the exact same location as the outside polygons of the eye. We need to ever so slightly change the size of the cornea


2. Select the Model Tool. In the XYZ-Scale, change size to Scale. Change the input from 1 to 0.999 in all three dimensions and hit Enter or Return. Now, when you render, everything should look just fine.

3. Select the "inside eye"-object in the Object Manager. Click the Polygon Tool to go into polygon mode. Next, click the Selection Tag for the pupil reflex (the leftmost one) and in the Attributes Manager, click Restore Selection. With the Scale Tool you can now change the diameter of the pupil.


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This image was created using a few of the hundreds of textures from the Total Texture CDs - very comprehensive texture collections priced with the hobbyist in mind. To see more examples, download free
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