The
eye is composed of two spheres, one
slightly larger than the other. The
little sphere contains the iris and
the pupil, and the larger sphere contains
the cornea. The first sphere contains
the white area of the eye, together
with those veins, and of course the
pupil, which gives the color of the
eye. Those things are of course textures.
And I forgot to mention that little
light in the eye, the light which gives
life to a digital character. That little
light was created using a HDRI map.
I will explain that later.
I attached here pictures which help
you to understand the process of eye
creation.
These are the steps that I followed:
1. I created the green sphere. This
will be the eye body (the iris), I mean
that part of the eye which contains
the veins and the area with blood.
2. I made a copy of this sphere (Edit
-> Clone) and let it down for the
moment (you can hide it). That's the
blue sphere. This will be the cornea
(or the larger sphere, I said there
will be two spheres one little - the
green one- and one slightly larger -this
is the blue one-).
3. I croped a portion of the green sphere
(convert the sphere to polygonal object,
select some polygons and detach them).
This will represent the pupil area.
4. I mirrored it.
5.
I approached the yellow part to the
green sphere and then attached to it.
6. I welded the vertices by pairs.
I
have scaled the blue sphere to about
102 % and then put it all together.
Now, the eye model is completed. About
the second sphere (the larger one),
I did it transparent (opacity 10) and
with a high specular level. These are
not standard settings. For your eye,
you should try different values and
settings until you are satisfied with
the result.
And
another picture where you can see the
eye model result: the two sphere (I
represented them with yellow and blue)
putted together.
Of
course, it is import to study the eye
anatomy, to know it as good as possible,
and I mean not only the eye ball, but
also the eye lids, and the general shape
of the eye. I did this reading an anatomy
chapter about the eyes and watching
other people eyes. (of course, the Internet
is full of pictures with beautiful eyes). About
the eyelashes, now . I created
the eyelashes using splines with 3 vertices,
I smoothed the vertices and I have made
the splines with random length. For
the thickness of the splines, I tested
some values until I was satisfied with
the render result. In my case, I used
a thickness of 1. After that I have
assigned a dark standard material to
the eyelashes and made some final modifications.
For the upper eyelashes, it's the same
thing.
Do not forget to make the splines renderable
For
the beard area, I used shag: hair. I
took some polygons from the face and
detached them. This way, they formed
a new object, which I called beard.
These polygons will be the area that
will emit the hair. I have modeled these
polygons and adjust them until they
took a form which satisfied me.
After
that, I have created the guide lines
for the hair. These splines will control
the direction and the orientation of
the hair.
These
guidelines are in fact splines composed
of three control points and having a
variable length (the length resulted
from some test I have done - in my case,
I wanted to make a uniform beard). The
spline was converted into editable spline
and after that I smoothed the vertices.
Then I applied a "model hair"
modifier to those splines, and let the
settings by default. Then, in the environment
panel, in the effects rollout, I added
Shag: Hair, and Shag: Render. In the
emitters area, I have selected the object
"beard" (those polygons that
I have detached from the head), and
in the model hairs I have selected the
two splines which I constructed earlier
(the guidelines).
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The
settings I used for the hair are presented
below. These are settings which resulted
from tries. You should try your own
settings and see what happens. Do that
until you are satisfied with the result.
Of course, once hair was added, the
render time will grow.
The
next steps were: assigning a dark material
to the hair, and in the Shag: Render
rollout I have clicked on the "Make
hair enabled lights button". Then,
I have scaled down the polygons which
form the beard, until they entered a
little in the skin (under the mesh of
the head). I did that just for creating
the impression that the hair is growing
from the mesh of the head. After that
I hided the beard area.