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Subject: EYEBALL session


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TRAVISB ( ) posted Thu, 14 March 2002 at 12:18 AM · edited Wed, 27 November 2024 at 2:08 AM

Hi sorry for the delay my open gl was breaking down earlier had to unistall a second vid card butt im here now a few things before we start I am horrible with puncuation and spelling i simply have little time for spell checking and am a horrible typer so if there is something i confuse you on just yell ! WHAT YOU NEED ANY app i only use lw and xsi so i can use help from those withother apps loganarts willbe helping those with rhino any paint program ! patience where we will start is in your paint program and just some general rules to go buy we will be doing a simple eye u can choose high or low res ill be using a hogher res just to see what can be done ! hope you all like it i know its simple but good practice and we will be going over a few poly rule i like to try to stick to for poly users ! for nurbs stuff then loganarts is the man lets go


Lemurtek ( ) posted Thu, 14 March 2002 at 12:45 AM

Alrighty then! I'm ready to go!


TRAVISB ( ) posted Thu, 14 March 2002 at 12:50 AM

file_236.jpg

The first things i want to go over are factors that suround makeing a eyeball look good one of the firs thing is always going to be size and position as a general rule the eyes should be about 1 eye width apart as you can seee from this pic ! other considerations are when using egagerated width to show inteligence or un intelligence , this is a factor with pupil size too thing lik e anime character cartoons etc think your character through before deciding !


TRAVISB ( ) posted Thu, 14 March 2002 at 1:06 AM

file_237.jpg

next is the position of the eylids the outer edge (blue dot) should always be above the inner fassa (red dot) the uppermost part of the eye should be directly above the center of the pupil (logan arts eye Rhino )


TRAVISB ( ) posted Thu, 14 March 2002 at 1:10 AM

next we will cover 4 image maps for the eye ball so open a paint program ( i know your saying where s the stinking modleing its the easy part well get there ) In layout they are called 1 color map 2 diffusion map ( map that shows which colors stand outand reflect the most vibrant ) 3 specularity map ( tells the lights wher to reflect the brightest ) 4 bump map (bump or texture ) if somone could post the names of these terms for other apps please do !


februus ( ) posted Thu, 14 March 2002 at 1:30 AM

In Max 4: Ambient Color, Diffuse Color, Specular Color and Specular Level and Bump


Lemurtek ( ) posted Thu, 14 March 2002 at 1:30 AM

Good stuff so far. Post 4 'specially so!


TRAVISB ( ) posted Thu, 14 March 2002 at 1:43 AM

file_238.jpg

ok heres a template u should try this on your own and experiment we will make the bump first and then the rest is simple ] Put each sphere on its own layer and use blur/ gausian blur individualy play with it to you get the results you desire


TRAVISB ( ) posted Thu, 14 March 2002 at 1:50 AM

after you have done this you should notice the layers blend well ! next youll add a teture to the iris are you can either paint it or just use a texture and apply it as a overlay ! then use render clouds or just juse a soft airbrus to pains soft difrencews on the white of the eye !


TRAVISB ( ) posted Thu, 14 March 2002 at 2:09 AM

should look some what like the one on the right when done !


TRAVISB ( ) posted Thu, 14 March 2002 at 2:10 AM

file_239.jpg

should look some what like the one on the right when done !


Lemurtek ( ) posted Thu, 14 March 2002 at 2:36 AM

file_240.jpg

Just to prove I'm trying to keep up, here's mine. Damn, shouldn't try this when I'm half asleep! It's way past my bed time, so I guess I'll be back later.


loganarts ( ) posted Thu, 14 March 2002 at 2:49 AM

file_241.jpg

ok, heres a quick step-by step about creating an eye in rhino(NURBS) create a closed curve with = or - 8-10 points and adjust the contour at ur taste. copy paste it and size it bigger. then adjust the outer curve the way you want.


loganarts ( ) posted Thu, 14 March 2002 at 2:54 AM

file_242.jpg

cool, now loft both curves and place a sphere at the center of the eye. your next step will be moving the points to match the sphere. lock the sphere if u like.


loganarts ( ) posted Thu, 14 March 2002 at 3:08 AM

file_243.jpg

the rest i did here was just point pulling and stuff. one of the most important tools thou is insert knot. with that tool i added some control points inside the eye lines so i can have more details on the surface. thats it. questions anyone?? i really hope it helps. and for those who think this eye i did sucks... hey, i dont work with NURBS for almost a year now:) thanks a lot eb. loggie


TRAVISB ( ) posted Thu, 14 March 2002 at 3:15 AM

file_244.jpg

ok heres the last two maps for tonight got logans tut up there for rhino and ill put the rest of themodeling stage in lw and some trics for geting realistic eyes up ! lemurtek make sure each of your color spheres grey etc are aon there own layer an d blur individualy to give you a nice smooth transistion


TRAVISB ( ) posted Thu, 14 March 2002 at 3:17 AM

continued tomorow give me some feed back too slow not slow enough bored to death etc


MikeJ ( ) posted Thu, 14 March 2002 at 8:38 AM

Wow, this is great! When it comes to organic modeling, I'm lacking, so this seems like a really cool exercise. Thanks Travis, and logan, I'm going to get started on this now. I hope to have something to show before tomorrow. :)



tradivoro ( ) posted Thu, 14 March 2002 at 8:48 AM

Hey, this is great stuff and info... Logan the eye is great... :)


TRAVISB ( ) posted Thu, 14 March 2002 at 9:02 AM

file_245.jpg

heres what we will go over tonight ( the end result we will get to the actual modeling and some more tip s !


MikeJ ( ) posted Thu, 14 March 2002 at 9:11 AM

Jeez, that looks amazing! I'm currently struggling through getting the shape of eyelid area to look right. I think mine's gonna be kinda alien. ;) I'm definitely looking forward to the next part of all this.



TRAVISB ( ) posted Thu, 14 March 2002 at 9:38 AM

post some wirframes if you need help ! and glad you like it and are working on it


royloo ( ) posted Thu, 14 March 2002 at 9:42 AM

file_246.jpg

Hi All, im using another method in C4d:-) which may be benefit to create a Quick EYeball...... royloo


MikeJ ( ) posted Thu, 14 March 2002 at 9:55 AM

I'm not having too much trouble with getting the shape so far, but it's just coming along slowly, especially since I'm answering emails, the telephone and working all at the same time. So I decided to take a break from the modeling and work on the texture.



TRAVISB ( ) posted Thu, 14 March 2002 at 10:24 AM

roylo thats a cool set up ther looks fast Thanks for helping ! mike yeah i know the feeling had 9 chat windows open earlier moderating 3 forums on cg channel and answering 100 e mails errr but life is good if we werent busy we would just suck lol


MikeJ ( ) posted Thu, 14 March 2002 at 10:25 AM

file_247.jpg

This seems to be about as blurred as I can get it, with Painter 6. I never have used layers in Painter, except for the layers which are automatically created when doing certain things, so I'm not at all sure how to go about isolating the parts and sticking them on their own layer. So I had to work on the whole thing at once. No biggie... this is a learning thing, and I'll look into the layers thing later.



TRAVISB ( ) posted Thu, 14 March 2002 at 11:10 AM

i love painters tools but hate the interface ! like ps layers etc this doesnt look bad now just usew a air brush then to even out the fade and add some noise or texture to your iris


MikeJ ( ) posted Thu, 14 March 2002 at 1:44 PM

file_248.jpg

I guess we're supposed to be doing a human eye, but I was having problems with that, so I decided to go reptile. Mistakes aren't so obvious that way. ;) I just applied a quickie bump to the "skin" to make it look a little more interesting. Looks stupid, I know. I have the eye texture about halfway done, but I'm still working on it. I haven't started the bump texture yet. This is just so you can see that I have been working on this. :) I'll try to do a human eye after I finish this to my satisfaction. I can just change the colors of the texture for a human, but obviously I have to remodel the lids....



MikeJ ( ) posted Thu, 14 March 2002 at 3:07 PM

file_249.jpg

Well, I got the eye texture done finally. Now I gotta work on a human eye....



Tephladon ( ) posted Thu, 14 March 2002 at 3:27 PM

I'll post later. Right now renderosity crawling at a half-bit a hour.


TRAVISB ( ) posted Thu, 14 March 2002 at 4:05 PM

SCREW the human eye mike ! that looks great just come for the modeling part tonight with that texture and your going to have a mazing eye basicly it will take about 10 minutes to turn the eye you have into the same as mine above and it will look great ! just one thing id recomend you do before then is to look at the color map above add just a lil color difrence in the white part of the eye maybe a vien or 2 see you all later !


MikeJ ( ) posted Thu, 14 March 2002 at 4:26 PM

Thanks Travis. :) I'll definitely be watching for the modeling part. This eye has veins, but they came out way too light and you can hardly see them. I'll work on that.



lorigosolo ( ) posted Thu, 14 March 2002 at 5:37 PM

WWWWoooowww this eye info is Awesome Travis and Loggie!! MikeJ your eye is looking good man!!! I will start modelling the eye ball and texture it now!!! Cya!!


TRAVISB ( ) posted Thu, 14 March 2002 at 6:04 PM

file_250.jpg

ok the easy part simply creat a sphere ! now rotate it until the lines that merge are facing forwad crab the first few cicles of polys and pul them back inot the eye now deselect the last outer ring of thos same polys and pull in a liltlle farther This is a very high poly eye yours definetly doesnt have to be this high mine is just to acheive the reder i want for the tutorial


TRAVISB ( ) posted Thu, 14 March 2002 at 6:17 PM

file_251.jpg

next create a second sphere make this one about 85 90 percent transparent


TRAVISB ( ) posted Thu, 14 March 2002 at 6:19 PM

grab the points where the red dot is and slightly pull them forward


MikeJ ( ) posted Thu, 14 March 2002 at 6:59 PM

Cool, Travis, working on this now.... Thanks, lorislogo!



MikeJ ( ) posted Thu, 14 March 2002 at 7:11 PM

file_252.jpg

That seems to make a difference in the way it looks when rendered.



MikeJ ( ) posted Thu, 14 March 2002 at 7:13 PM

I seem to lose the veins though when saving as .jpg. They show up better in a .bmp image. I SWEAR this one has veins in it! I never did make a bump map for it yet though, and I'm having a bitch of a time modeling a decent "socket" and lids.



TRAVISB ( ) posted Thu, 14 March 2002 at 7:35 PM

file_253.jpg

ok heres the final render make sure to model some sort of fassa the muscle atacched to the eye i did a crappy 1 minute one but any will improve the eye mike looks good but make sure you are puting your color map on the inside eye ball and the outsid is clear it looks like maybe you put all the textures on the outsid e but maybe im wrong still looking good as far as the eylids go think of modeling a mouth eye lids are similar !


MikeJ ( ) posted Thu, 14 March 2002 at 7:48 PM

You call that crappy?! Jeez, that's excellent! I'd hate to see what you can do when you try. ;) I do have the tex applied only to the inner eyball, and the outer is just 90% transparent, with no tex map. The lighting just isn't right, or maybe the refraction is wrong. These past couple were rendered in Max, and I'm still pretty new to Max' somewhat complicated material editor. I'll render the final in something I'm more familiar with, like Vue, which does a far better job anyway. I can't work on modeling much longer tonight, but I think by tomorrow I'll have something better done. Thanks again for all this, Travis, this is great of you to do this for us. :)



Tephladon ( ) posted Thu, 14 March 2002 at 7:49 PM

file_254.jpg

Well here I go with my 2 pence. Okay I won't get into a great deal of detail and the technique that I am using ancient as I rarely use the rail modeling method anymore however as sasquatch becomes ever more popular, railing is something nearly all Lightwave user is going to have to do at one point or another. I have alot of images so bear with me. I will be using Deep Paint 3D for my texture maps and I'll post those later. Here we go. Create a sphere and chop off the back.


Tephladon ( ) posted Thu, 14 March 2002 at 7:50 PM

file_255.jpg

Next I would name my iris and bandsaw the area. Everything is default so following should not be a problem for you Lightwave users.


Tephladon ( ) posted Thu, 14 March 2002 at 7:50 PM

file_256.jpg

Next I get the pupil


Tephladon ( ) posted Thu, 14 March 2002 at 7:53 PM

file_257.jpg

I create my endomorph for the dialation of the pupil. Normally the eye would be positioned and set in the head 1st but for this example I'll just go ahead and implement it. This endomorph will be automateted by the amount of rays existing in the current scene. Just one of those automated expressions again.


Tephladon ( ) posted Thu, 14 March 2002 at 7:54 PM

file_259.jpg

Next I get my cornea. Slightly bigger than the eyeball with a chopped rear as well.


Tephladon ( ) posted Thu, 14 March 2002 at 7:55 PM

file_260.jpg

Next I apply my transparency and shaders. Fast Fresnel of course.


Tephladon ( ) posted Thu, 14 March 2002 at 7:57 PM

file_261.jpg

I create my splines and shape them around the eye's contours. Don't worry about the number of points in the curve as they will be deleted anyway. *Tip* Rails are one of the best ways to make clothing.


Tephladon ( ) posted Thu, 14 March 2002 at 7:58 PM

file_262.jpg

Patch the curves


Tephladon ( ) posted Thu, 14 March 2002 at 7:59 PM

file_263.jpg

Extend the inside of the eyelid and use bandsaw around the outer ring


Tephladon ( ) posted Thu, 14 March 2002 at 7:59 PM

file_264.jpg

Move all of my points into their place for clean-up and we are almost done.


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