It's now time to work on the eyelashes. For that, it's better to use splines as a guide for extruding a circular surface along them. Create several different spline curves, then create a circular surface and extrude it along each spline to get different curved eyelashes. Set the taper amount parameter to make one end thinner (Fig.16).
You have to create different curves for lower eyelashes because those are more curved and smaller. When you've finished, copy these eyelashes, make a crowd and place them along the eyelids, as shown in Fig.17.
The direction of the eyelashes should be approximately toward the center of the eye (Fig.18).
Bear in the mind that it takes time to create eyelashes in a realistic way and to give them suitable randomness, so be patient!
After you've finished the eyelashes, create the wet layer by using a curved piped like geometry. The curvature of the wet layer should match the curvature of the cornea and lower eyelid. You can create the caruncula use a triangular geometry with some depth. Place it at the inner corner of the eye (Fig.19).
The time for texturing has come! Use pelt mapping to UV out the cornea and sclera. It's better to make a whole seam at the middle of each sclera and cornea meshes, as this way you can avoid stretching. Then use Photoshop to make textures; the more realistic the texture, the more realistic the eye. There are about four maps that you need (Fig.20):
- Sclera diffuse color
- Iris self-Illumination
- Cornea bump
- Sclera bump
All the maps have made from the sclera diffuse color. The cornea bump map should have a subtle noise, as well as the sclera bump map.
< previous page continued on next page >