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Modeling the eye

Step 55.
In the front view create a spline

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Step 56.
Lathe the spline into a disc with 6 sections.

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Step 57.
In the Top view, select the disc and rotate it so that the center spline lines up on the z-axis.

Step 58.
Select the points to the left of the center spline. Select the center points as well.

Delete these points. You should have a shape similar to the first image of the next step.

Step 59.
Select the center spline and delete it by hitting the "k" key on your keyboard (the break tool).

You should be left with a perfect half circle. If the circle isn't perfect then click on the end point's spline and it should snap to being perfect.

Step 60.
Lathe the circle into a sphere.

Select the bottom rows of points and Lock them. This is only a precaution for the next step. It will effectively allow us to draw splines within the eye without accidentally editing the outer eye sphere.

Step 61.
Draw a spline line the one shown in the first image on the right.

Notice the peaked points ( straight splines) at the top.

Step 62.
In the left view check to see if the spline you just made is centered on the x-plane. If its not then move it to the center.

Step 63.
In the front view lathe the inner spline

Step 64.
Unlock the outer eye sphere and select a point on it. Hit the "/" key to select the entire surface.

In the project workspace name this group "Cornea"

Note: The "/" key (select all points on surface) and the "," key (select all points on a spline) are handy ways to selectively edit your model. Get used to using them.

Step 65.
Open up the Cornea groups options by hitting the "twisty" arrow in front of its name.

Open up its surface properties .

Click on the "specular color" options -not set- setting and make it pure white.

Set the "specular Size" to 24% or whatever you desire.

Set the "specular Intensity" to whatever number you wish.

And finally set the transparency to 100 %.

These settings will create a transparent sphere that still has a specular highlight.

The image on the far right is what you should see in shaded wireframe mode.

Step 66.
Select a point on the inner eye and hit the "/" key to select the entire inner eye.

Hit the lock button to Lock all the points but the inner eye.

Select the rotate manipulator and pull the rotation axis down to the bottom of the inner eye. Make sure the rotational axis is centered as close as possible to the center of the eye.

Rotate the inner eye on the x-axis so that the iris faces toward the front view.

You should have something similar to the image on the far right.

Step 67.
Select the three inner most rings of points on the inner eye. Make sure you have not selected the points in the very center of the eye.

Name this group "iris"

Set the groups "Diffuse color" to a color such as blue or green or whatever color you wish. As the late Bob Ross would say, "It's your own little world" :o] I had to fit that in somewhere.

Step 68.
Select the inner ring of points and the center points and name their group "pupil".

Give this group a diffuse color. Black would be good don't you think?

Step 69.
Your almost there. You can use the groups to go back and map textures or materials later.

Select the whole eye and name its group "R_eye". It might be a good idea to go back and rename each group on the eye with the "R_" prefix as well.

Step 70.
All that's left is to place the eyes within the holes in the face. This can be tricky and might require a little remodeling on your part in order to get the eyes to fit right.

That's it with the exception of eyelashes. If you choose to create them they're fairly easy to make.

Just select the spline just on the edge of the eyelid. Only select the top points or bottom points of each eye. Extrude these out twice and create a little curve to them.

Use the patch selector or select the points that make up the eyelash and name the group accordingly.

When you want to texture them just pick each group. Use a pose to flatten the lash and decal it with a targa file that resembles a false eyelash.

Bada bing bada boom. Done.

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