Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2
Realistic Eye Modeling for 3D Characters

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(26 Votes)
| 102511 Views
| 1 Comments
| Comments 1
Date Added: 9th December 2009
Software used:
Keywords:

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.  




< previous page
 
1 | 2
Related Tutorials

3D tip of the day - ZBrush eyelashes using Shadowbox

by Glen Southern
published on 2014-12-25

Keywords: eyelashes, shadowbox, toptip

Go to tutorial
rating star fullrating star fullrating star fullrating star nonerating star none (4)
Comments 0 Views 30522

Drawing the Human Eye

by Katherine Dinger
published on 2009-12-09

Keywords: digital, painting, human, eye,

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 31386

Painting armor

by Daarken
published on 2015-04-15

Keywords: digital painting. colour, texture, brush

Go to tutorial
rating star fullrating star fullrating star fullrating star halfrating star none (3)
Comments 0 Views 13749

Master MODO portraits: Master skin, hair and fur

by Bert Heynderickx (aka Alberto Ezzy)
published on 2014-12-04

Keywords: modeling, texturing, modo, portrait

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (11)
Comments 0 Views 39472
Readers Comments (Newest on Top)
avatar
Niko on Sat, 22 February 2014 3:54pm
It would be very helpful, if you could post more Details on the Material Settings you have used. Especially for a Max-User, like me, it is very complicated to follow Step 17 to 21. Thanks in advance!
Add Your Comment