Forum: 3D Modeling


Subject: EYEBALL session

TRAVISB opened this issue on Mar 14, 2002 ยท 72 posts


TRAVISB posted Thu, 14 March 2002 at 12:18 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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Next I get the pupil

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

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

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

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

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

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

Patch the curves

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

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

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

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

Tephladon posted Thu, 14 March 2002 at 8:00 PM

Define my point groups for my eyelids

Tephladon posted Thu, 14 March 2002 at 8:01 PM

create endomorphs for the eyelids. They will automated with the "random" expression.

Tephladon posted Thu, 14 March 2002 at 8:02 PM

test the resolve

Lemurtek posted Thu, 14 March 2002 at 10:50 PM

Ok, here's my try, measly but sincere... :) The bump map

Lemurtek posted Thu, 14 March 2002 at 10:52 PM

The color map...

Lemurtek posted Thu, 14 March 2002 at 10:55 PM

The eyeball object in modeler, I made this with an inner eyeball and a dual outer transparent shell with the inner shell normals facing inward in the hopes of getting a good refraction.

Lemurtek posted Thu, 14 March 2002 at 11:00 PM

And the eye rendered. I haven't started the eyelid yet, I'll try and get to that tonight.

TRAVISB posted Fri, 15 March 2002 at 6:55 AM

Nice job ! Thanks loganarts teph royolo all for adding to this and to all that posted there tries i think that this is something great we can turn thos forum inot as long as people are actualy getting involved lets see a few more tries from people get thos pics up here and we will start something new next week !


MikeJ posted Fri, 15 March 2002 at 7:09 AM

Yeah everyone, this is very cool! I'm sure most of these techniques could be applied to most modeling programs woth their salt. Thanks Tephladon for that amazing series of screenshots! I'm still working on mine. I have to keep starting over with the modeling of the lid area. Not an easy thing for me, organic modeling, but I'm learning more along the way, so it's definitely worth keeping at it. :)



twillis posted Fri, 15 March 2002 at 11:24 AM

Wow, guys, really interesting work. I think this page is going to wind up in my 3D binder; I can tell I'll want to refer to it again.


MikeJ posted Sat, 16 March 2002 at 2:10 PM

I was wondering what's the benefit, as you see it, for creating only 2 curves to loft, and then using "InsertKnot"? I'm still working on this, but it suddenly occurred to me to try it with 5 curves, each one a little smaller than the other, and then lofting them. I'm having alot more success that way...much easier for me. But, I'm thinking you're seeing some advantage to doing it that way that I'm not, and was curious what it might be?



loganarts posted Sat, 16 March 2002 at 4:24 PM

heyas mike, i learned, using poligon method that the best thing to do when u start a new model is: KEEP IT SIMPLE, AND THEN ADD DETAILS AS NECESSARY i lofted 2 curves only because i can visualise exactly where i want the next row of cvs.... i usually create a very low res surface(actually the whole body) and the will go adding knots as i feel like it. But thats just me.... actually that eye i did is the first model in NURBS in months!!! i dont know whatmethod id be using if i got deeper into it. Ultimatelly, i use very few curves to loft so i can have more control and organization over my model. thats it.... hope it helps:) loggie


MikeJ posted Sat, 16 March 2002 at 5:10 PM

OK, thanks. :) I see what you're saying: It's the idea behind keeping the polys under control and at a reasonable level. In other words, having many where you need them, but few where you don't. That's the thing with me and organic modeling.... I often ignore "the big picture", in favor of making it easier for the smaller parts. Your way is definitely better for ending up with a good, usable model that isn't way too heavy with unnecesary polygons. With those NURBS surfaces, it is, in fact easier to add more control points where needed, than it is to subtract them and change the whole shape. Rather, it makes more sense...not necessarily easier. I guess it takes paractice. Thanks for the insight. :)



Axe555 posted Sat, 16 March 2002 at 11:32 PM

Not the best texture in the world, but here it is. I'll start work on the eyelids tommorow. Rich

MikeJ posted Sun, 17 March 2002 at 10:26 AM

That looks pretty good, Rich.



cloudedInMystery posted Sun, 17 March 2002 at 5:00 PM

Don't apply the iris textue to the cornea or cornea_air surfaces.


WyldeSnake posted Mon, 18 March 2002 at 12:11 AM

How many eyeballs are there here? Damn, you're all way out of my league...


twillis posted Mon, 18 March 2002 at 7:35 AM

They're out of my league too, WyldeSnake, but I'm going to give it a try (or, I should say, another try; my first was none too good). I'm using my dog as a model (he's the only live model I can afford) and you know what? Dogs have weird pupils.


Axe555 posted Mon, 18 March 2002 at 9:05 PM

I lied. No eyelids yet, but here's the fassa. The texture is...err...umm...from my new Disease Texture Pack! Yeah, that's it! ;) MikeJ: Thanks! How's you're progress on the eyelids going? CIM: The texture is on the inner sphere. I'm not quite sure why it doesn't look like it. Some tweaking to do on the mats and lighting I guess. Rich

MikeJ posted Thu, 21 March 2002 at 11:39 AM

Looks good Rich, maybe a little too orange though. As for me, I lost my model and my completed texture in my reformat from the other day. I could have sworn I had all that stuff copied on to one of my other drive partitions, but, I guess I never moved it off the C drive. I was moving so many files and burning stuff to CD before I began reformatting, I guess I didn't notice. Damn, I knew I should have posted the texture here! So, I'm starting over.



brycetech posted Wed, 01 January 2003 at 2:13 PM

trav, tell us how you made this eye texture..specifically the iris part. Did you paint each line or did you get radial blur to do it in photoshop or what? Radial blur isnt doing it to suit me (it does too much) and painting those lines individually will result in a really bad effect (at least for me) suggestions? BT