Joan of Arc - Part 17 - Modeling and texturing the eyes
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.
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.
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
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...
Select the Ocular object then Attach the Cornea object.
Now there is only the Ocular object.
As this Ocular object belongs to the head we will assign the same Multi-Sub/Object material to it.
For that add 2 slots with the Add button and name the new Checker IDs.
Select the Eye and apply this material to it.
Select the internal sphere in Element mode and enter 4 within Material ID, start again for the external sphere with a value of 5.
For more precision on all that, to see the bases of the mapping.
Before placing the co-ordinates of mapping, select the faces shown and delete them.
If we could see it we would need the full sphere. This not being the case we can safely delete the back half.
Apply a Planar Map in face mode.
Adjust the mapping Gizmo with View Align and FIT.
With Texporter, enter 512x512 for the size of the texture, then capture Only ID 4 to recover the UV of the eye and Only ID 5 for the Cornea
On left the UV of the Cornea and on the right those of the Eye.
Now goto Photoshop and begin textures according to these guides.
In Photoshop, place the Guide image of UV on a Layer and apply negative or invert color, using Multiply mode will give us the transparent white.
Add copy layers for each part of the eye texture, to facilitate the final improvements.
Make the reflections in the same way for the texture of Outer Eye, but this time use the Guide image in Screen mode to have the transparent black.
Save the textures in TGA, TIFF or PNG format and KEEP the Original PSD files with all the copies.
Checker ID 4 corresponds with the eye, place this in the Diffuse channel of the Ocular.
And in Checker ID 5, set the colors to white as opposite, boost the specular and place the texture bitmap in the Reflection channel this time, with a value of 20% or less. Take care to activate the mapping by UV, by default it is Environ which is active.
This way makes it possible to add reflections on the cornea without having recalculate an exact calculation of the raytrace environment...
Adjust the orientation of the eyes (the second eye is a simple copy not a mirror of the first).
Some renders with basic scanline.
You can go back and customize the shaders of the eye to give a more personal look to your materials.