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When a character is modeled, the eyes are not an element to be neglected, because it is them which will give a spark of life to the model...
This tutorial is an extension of the tutorial on Joan of Arc but the principle is applicable for any character.

At the time we modeled the head, we used a sphere for the eye. We did not worry about the division number of it.

Select the sphere and chose an adequate number of segments to have a good size pupil.

Make a copy of this sphere (Edit/Clone) and hide it, we will need one later. Select the faces corresponding to the pupil and delete them (activate Ignore Backfacing to select only the visible faces).

Name this sphere Ocular, duplicate it without moving and name it Cornea copy.
Hide this object.

Unhide the first copy of the complete sphere.

Select the faces opposite.

Detach these faces and chose Detach As Clone to preserve the intact sphere.
Name this object Pupil.

1000_tid_image33.gif 1000_tid_image34.gif

Select the pupil object and apply Mirror to axis X.

Now redimension the object make it match the eye, Move the pivot point as opposite.

Move the pupil and redimension it with scale.

Reverse the normals of the pupil in Face mode.

Finally use non-uniform scale on the X axis matching the pupil.

Attach the pupil to the eye with Attach.

Select the common vertexes and weld them using Weld Selected.

1000_tid_image46.gif 1000_tid_image47.gif

Unhide the Cornea object and apply a uniform scale of 101%.
The spheres are very close but are not superimposed.
The Cornea will be transparent to make it possible to place reflections and brightness on the Ocular sphere

1000_tid_image48.gif 1000_tid_image49.gif

As for the pupil, detach the sphere cap using a pertinent band of faces, place the pivot correctly and adjust the size according to the hole of the cornea.

Squash the cap with non-uniform scale, attach and weld as we did before.

Here the cornea of the eye finished.

Next we will map and texture our Eye...


continued on next page >
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