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Realistic Eye Modeling for 3D Characters

advanced maya Realistic Eye Modeling for 3D Characters

There is a quite big camber in the cornea, in the iris area. That irregularity, that all of us have, can become a great problem for a CG character. When rotating the eye, this area unfortunately would invade the eyelids faces, causing strange results. For that reason, I decreased this camber to avoid a probable future problem.
1. Create a sphere with few segments (in this case, 8):
advanced maya Realistic Eye Modeling for 3D Characters
2. If you prefer, delete the half and use a NURMS/Symmetry (MAX) or CPS Script (MAYA):
advanced maya Realistic Eye Modeling for 3D Characters
3. Here, we see the approximate size proportion of the iris in relation to the eye. It occupies an area a little larger than 2/4 of the height but not 1/3. Create 2 new loops according to the indications in red, exactly where the iris borders will be:
advanced maya Realistic Eye Modeling for 3D Characters
4. Here, the perspective view, after a small polygon “relax”:
advanced maya Realistic Eye Modeling for 3D Characters
5. Model the small camber until getting a close result of this (side view):
advanced maya Realistic Eye Modeling for 3D Characters
6. We will transform the extremity triangles…
advanced maya Realistic Eye Modeling for 3D Characters
7. …in quads, cutting the mesh this way:
advanced maya Realistic Eye Modeling for 3D Characters
8. SubD wire version…
advanced maya Realistic Eye Modeling for 3D Characters
9. …shade mode. Observe that the camber is minimum, different than it happens in the real eye:
advanced maya Realistic Eye Modeling for 3D Characters
10. Here are the initial proportions maintained after the completion of the first part, the cornea:
advanced maya Realistic Eye Modeling for 3D Characters
.

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…
advanced maya Realistic Eye Modeling for 3D Characters
12. …connect and create a new edge loop like this:
advanced maya Realistic Eye Modeling for 3D Characters
13. Pull the vertexes (or extrude the faces) of this area, forming a hole, that is the pupil:
advanced maya Realistic Eye Modeling for 3D Characters
14. Here is the perspectvie view (the iris is ALMOST flat, but it has an area slightly deepened):
advanced maya Realistic Eye Modeling for 3D Characters
15. Here, the two pieces in the side view, wire/SubD:
advanced maya Realistic Eye Modeling for 3D Characters
16. And here, in perspective view:
advanced maya Realistic Eye Modeling for 3D Characters
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 :
advanced maya Realistic Eye Modeling for 3D Characters
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:
advanced maya Realistic Eye Modeling for 3D Characters
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:
advanced maya Realistic Eye Modeling for 3D Characters
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):
advanced maya Realistic Eye Modeling for 3D Characters
21. Here is the “final” version:
advanced maya Realistic Eye Modeling for 3D Characters
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.

::GFXZoOM |source:highend3d.com::

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