Eye Tutorial

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Eye Tutorial // Tech Forum

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Post by MadMouse // Nov 16, 2008, 1:09pm

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I've been asked by a couple of other members how I go about making the eyes in my models,

so I've cobbled together a quick and dirty tutorial to, hopefully, explain a little of how I work.

This is by no means the only way to make eyes and may not even be the best but its what works for me.


I hope you find it useful.


Feel free to contact me if you have any questions.


ATB


Steve

Post by jayr // Nov 16, 2008, 1:33pm

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Nice one MadMouse, i've always like how you do eyes. Thanks for sharing!


:banana: :banana: :banana:

Post by Mr. 3d // Nov 16, 2008, 2:33pm

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Thanks muchly for this ! I was wondering what you did.
I, however, don't know yet the procedure with separating your selected faces from the sphere and reattachment (weld ?) ?

Post by Mr. 3d // Nov 16, 2008, 3:01pm

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Unfortunately, I prefer the Model side......I'm more comfortable with its shaping tools.

Post by b_scotty // Nov 16, 2008, 3:08pm

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Thanks MadMouse! As always, a glimpse into the mad genius mind is appreciated. :)

Post by Breech Block // Nov 16, 2008, 3:31pm

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A well written and beautifully presented tutorial MadMouse. It must have been quite time consuming to put that little lot together so thanks very much both for the effort and for sharing.

Post by RichLevy // Nov 16, 2008, 5:01pm

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Unfortunately, I prefer the Model side......I'm more comfortable with its shaping tools.


Ok, I'll make this short.

Make a sphere.

go into point edit

select face tool

Rectangle select faces on the top

Now use the tool here that the icon looks like a sphere with the top colored on... it is the slice tool


Now you should have 2 objects, the top you rectangle selected and the rest of the sphere.


Rich

Post by Mr. 3d // Nov 16, 2008, 5:27pm

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THANKS Rich !.......I got it working now ! I was trying to lasso, and I couldn't get nothing to apply for coppying, subtraction, etc... I'm not using a mouse / which possibly would help with some of those issues.

Post by headwax // Nov 16, 2008, 11:09pm

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Very nice work :)

Post by Georg // Nov 16, 2008, 11:36pm

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Steve, Great tutorial, not only very instructive, but beautiful to look at, a treat for sore eyes!

Georg

Post by MadMouse // Nov 16, 2008, 11:55pm

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Glad you all like it. If you'll pardon the pun... I look forward to seeing your eyes.:rolleyes:


If anyone trys this out, I'd be interested to see the end results, so feel free to post them in this thread.


P.S. Thanks for answering Mr. 3d's question for me Rich.

Post by TomG // Nov 18, 2008, 3:53am

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Brilliant tutorial! I also think it would be great to see renders posted by folks of the eyes they come up with on following this.


"Eyes. I only do eyes."


Thanks!

Tom

Post by jayr // Nov 18, 2008, 8:13am

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whoa tom, don't start a bladerunner quoting comp, this thread'll be hundreds of posts long!


"if only you could see what i've seen with your eyes"


Dammit, now you got me started....i'll have to watch it now :D

Post by MadMouse // Nov 20, 2008, 11:32pm

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Brilliant tutorial!


Thanks Tom:)

Post by saigoel // Nov 21, 2008, 1:36pm

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hi MadMouse

what version of truespace did you use for the tutorial?:confused:

Post by Johny // Nov 21, 2008, 3:43pm

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Thanks for eye tutorial MAdMouse!

Before look on your tutorial my eye model only a simple single sphere.

Post by MadMouse // Nov 22, 2008, 9:55am

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Thanks guys, glad you like it.


what version of truespace did you use for the tutorial?

I used TS7.6 but I have done nothing that cant be recreated in much older version of TS.


Before look on your tutorial my eye model only a simple single sphere Yep, me to. I used to do just the same until I found an eye tutorial on the web.:D


Thanks again


ATB


Steve

Post by tahnoak // Nov 22, 2008, 3:44pm

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Thank you! These are the kinds of tutorials that I need. Step by step and lots of pictures.

Post by MadMouse // Nov 23, 2008, 1:33am

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Thank you! These are the kinds of tutorials that I need. Step by step and lots of pictures.

I'm glad that you find it useful.:)

Post by RichLevy // Jan 20, 2009, 2:13pm

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I knew I saw a good eye tutorial around here recently from one of the good TS user's... and here it is :) Great tutorial Steve.

Rich

Post by kena // Jan 20, 2009, 5:51pm

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I missed this one the first time around... Perhaps it can go to the Tutorium for the next time I try to make an eye?

Post by MadMouse // Jan 21, 2009, 9:46am

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Thanks Rich. they do say that the eyes never age;)


Perhaps it can go to the Tutorium for the next time I try to make an eye?


All those in favour say eye :D maybe that nice moderator man will make your wish come true. NORM!?!

Post by Birdnest // Jan 28, 2009, 11:37am

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I have a question regarding the enviornment map.


My enviornment map wrapps around the sphere to where the whole entire image wraps to a center point which doesn't look very realistic, how do you fix that?

Post by TomG // Jan 28, 2009, 11:52am

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You can't, not directly :) This is because the image really doesn't wrap, it's not a 360 degree image. So at some point when you get to the end of the image, you go back to the start - and you get a seam.


You can make a genuine 360 degree image with a camera (take several photos and stitch them together in software afterward) and use that image and you won't get the issue because the it will wrap all the way around.


Without that option, you might try this - double the size of the canvas for your image, copy to a new layer, flip it over horizontally, and move it to snap to the edge of the original layer - this gives you two copies of the image next to each other but mirrored so they will be seamless.


However the brain is great at pattern recognition so if this is a photo of a room or something, then it will look strange at the mirror point (and also text will be mirrored, and it may be obvious that you are seeing the same things again). If the image is more abstract, this may work.


Another alternative in a 2D editor is to offset the image so the seam is in the middle and then use the Clone tool to blend the seam area so the image does flow into itself. Time consuming, but may avoid the patterns and oddities of a mirror copy version.



In effect, you have to have a seamless image, where the right edge is the same as the left edge, to avoid having a seem in the environment map (just the same principles as when applying a texture map, of course).


HTH!

Tom


PS - if you mean center point as in at the poles, again you can't easily avoid this, same as applying a texture map. Try wrapping a soccer ball with a sheet of wrapping paper, or unwrapping the surface of the earth and laying it out flat in a map. The best solution is to use a real 3D scene and real reflection, this avoids the texture mapping issue. You could also try the Sphericalize shader in ShaderLab that might undo this somewhat (youd render your image using this shader on a plane, and then use the resulting render as your environment map), http://www.tmgcgart.com/ShaderLab/html/shader_listing_6.htm


There may be photoshop plugins that do this kind of thing too, not sure.


HTH!

Tom

Post by MadMouse // Jan 29, 2009, 12:23am

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Thanks for answering this for me Tom.


What kind of image are you using Birdnest?


If you look back at my tutorial you'll see that I recommend using a 'proper' HDRI map. Dont ask me why this works better, it just does.


SOME FREE HDRI IMAGES CLICK HERE (http://www.hdrmill.com/Freebies.htm)


HTH


Steve

Post by TomG // Jan 29, 2009, 4:43am

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Another thought on fixing the polar distortion would be to have the top and bottoms of your image a solid color - you could expand any original image top and bottom, lay on some solid color on those two areas, and then use a gradient in the mask to blend into that solid color (or paint on the mask yourself for a less even look, which may work better in some cases).


When used as a reflection in an env map, it should work quite well, as you won't be seeing the image directly to see that there is no actual detail in that part of the image.


Effectively what happens at the poles is that the top line of the image is in fact just 'one pixel' on your object, it relates to just one point on the surface. So in the image you use, it should all be one color, since it is all the same pixel on your 3D model :)


HTH!

Tom

Post by marcel // Jan 29, 2009, 5:42am

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Here is a a 'proper' HDRI map.

Post by Birdnest // Jan 29, 2009, 12:21pm

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Thanks for answering this for me Tom.


What kind of image are you using Birdnest?


If you look back at my tutorial you'll see that I recommend using a 'proper' HDRI map. Dont ask me why this works better, it just does.


SOME FREE HDRI IMAGES CLICK HERE (http://www.hdrmill.com/Freebies.htm)


HTH


Steve


I'm using a regular outdoor scene image. I looked at the link you provided but when I'm trying to save that file for tga or bmp it won't allow me to in Photoshop?

Post by MadMouse // Jan 30, 2009, 12:02am

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I'm trying to save that file for tga or bmp it won't allow me to in Photoshop?


You dont need to convert its format to tga or bmp. Just load it into the enviroment shader in its native .hdr format.


HDRI images have extra imfomation held in the image:- Explanation click here (http://en.wikipedia.org/wiki/High_dynamic_range_imaging)


If you do want to mess about with hdri images there is some software called HDRI shop:-CLICK HERE (http://www.hdrshop.com/) that can be used.


HTH


Steve

Post by marcel // Jan 30, 2009, 2:35am

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Very good tutorial. For perfectionists, add a light inside the eye to simulate the flash of a camera. :)
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