In this tutorial we will create a 3D Eye utilising
Maya's Nurbs Technology. I will be showing you some extra
tips and techniques that aren't usually shown when creating
an eye, these tips will make sure that your images stand out
better than anyone else's due to the 'thinking' behind them.
I'm not going to bore you either with the exact workings of
the eye, I'm simply going to show you how to model it with
a lot of other information usually overlooked within other
tutorials.
OK, let's start, load Maya up. Create a NURBS Sphere
and rotate it on the X Axis 90 degrees. Open up it's attributes
within the Channel Box (look under makeNurbsSphere1) and increase
it's Sections to 16 and it's Spans to 8, you should now have
something like this (Side View shown only) : -
Duplicate this and place it into another layer,
we are going to use this later.
Now we are going to create this shape, first download
the zip file
EYE
MODEL OUTLINE (Zip File - 128kb)
Open the zip file and place the image into your
side view as an image plane, if you are unsure as to how to
do this, see the Subdivision Ear tutorial. With this image
present, start tweaking your model until it fit's the image
plane exactly, you will also need to add extra isoparms for
some parts, notice how the outline of the eye is not really
spherical but slightly squashed. Making it this squashed
- ala correct - shape will enable you to place the eyeball
within your characters head even easier as it sits closer to the
eyelids then a completely round eye. Also take note of the
two isoparms that site tightly together as shown here: -
Now make a duplicate and copy to a new layer. We
will be using that one a bit later to create the outer cornea.
If you've followed everything so far, you should have a shape
that is similar to this right now in your perspective view
: -
If so great, I think it's probably about time you
saved what you have so far, so save what you currently have
and we'll now move onto the next part. Go into your other
layer, and scale the duplicate you just made so that it is
slightly bigger than the sclera part of the eye you just created,
now start moving isoparms and removing some of them so you
get a similar look to this next diagram :-
Note that the Cornea (RED) is slightly larger at
the front and does not take on the shape of the sclera as
much in that area, once done, save again. Now onto the important
parts, the iris, pupil and the canal of schlemm. What's that
you may ask, well if you look in the mirror really closely
at your eyes you will notice that their is a dark ring which
runs around the pupil where it meets the sclera (white part
of the eye) that is because the pupil does not actually meet
up with the sclera but actually sit's behind it and is held
there in what's know as the canal of schlemm (the dark ring), this
is something we are actually going to model and so enhance the
realism of the actual eye. First off, let's create the pupil
: - Remember the first sphere you duplicated and placed into
another layer earlier, we are now going to use that, scale
it so it fit's within the sclera model (yellow) like this:
-
Notice that you'll want to keep it perfectly spherical
this shape. Now add some isoparms as shown here :-
Where it says two, it's as before, i.e. tightly
together - If your wondering why I'm keeping them tightly
here, it's because where going to be detaching the surface
here further on. Right, duplcate and copy to a new layer,
in that layer, detach the surface at the last isoparm where
you placed 2 tightly together as shown here : -
Keep what you have detached at the front and delete
the rest, this will form the basis of our darkness layer (or
canal), now go back into the previous layer, we are now going
to shape the Pupil and Iris. Again, detach the surface at
the same point as you did before and delete the area directly
behind, now with this next part you want to scale isoparms,
move isoparms and add isoparms, keep tweaking until you get
this shape : -
Notice that this is shown in two parts, this is
because the inner surface is detached to create the iris.
Also notice the curvature of the pupil, it goes up, in over
and then back out over, you can see it better in this view
: -
Right, we've nearly finished, the iris is fairly
simple, just make sure it looks fairly similar to the shape
above, it doesn't have to be exact as it will surfaced to
be completely black, make sure you detach it from the pupil,
as that will be textures differently from the iris. Now bring
it all together as shown in the last diagram (click to enlarge)
, and then SAVE. Make sure you have named everything according
to what it is, good naming conventions will help you later,
simply call each bit after it's real world counterpart, you
should have the following names - Cornea - Sclera - Canal -
Pupil - Iris, anything else should not be there. If your happy
with how far you are along now, we will now move onto the
next important step, the actual surfacing and texturing.
Ok, now we can move onto surfacing and texturing
the eye, if you've followed part 1 of this tutorial, the modelling,
you should have all your parts in seperate layers. First
off, we shall start with the easiest parts first, the cornea
and the iris. Select the Cornea object and hide all the
other layers, the cornea should be transparent, but not fully,
and we will be faking a reflection within the material, this
is because I have done various test's within Maya's render
pipeline involving the correct refraction and reflection values
and I've gotten nothing but render artifacts when doing so,
so I will be using this method, so surface your cornea using
these values : -
Ok, we want to map an image into the Reflected Colour
node, so click the texture box next to it, and you want to
use a projection map which is mapped spherically. For a good
reflection, I would recommend using a contrasting image, something
with a visible horizon line, I used this image :-
When you have finished surfacing and texturing,
your perspective view should look like this :-
Ok, hide that and now select your Iris object, the
iris is literally a hole within the eye, and should be textured
as being jet black, no specular and no diffuse, I used a Lambert,
so surface like this :-
Ok, that's the two easiest parts done and dusted,
now let's move onto a slightly more complicated surfacing
process, we will now work on the Sclera (White Part Of The
Eye). We will be mapping textures into the Colour, Transparency
and Bump Channels respectively, so ignore those for now within
the diagram. We have used a very low specular as we don't
want it to interfere with the Cornea's specular hilight, which
is the main feature hilight of the eye, anyway, back to surfacing,
use these values : -
Ok, you've set up you surface, now onto the textures,
you will need to create three textures within photoshop, these
are shown here as Colour/Bump and Transparency :-
Map each one into it's required node, colour into
the colour node, transparency into transparency node, etc.
You will want to map each one as a projection utilising a
planar mapping method, if done correctly, your perspective
view should look like the one below, notice that the white
overlaps onto the model's protrusion at the front, this, in
conjunction with the transparency map, will give us a very nice
transition, and allow us to see the objects underneath, mainly the
iris, pupil, and canal (dark ring area) : -
Take note of the transparency map being used, as
we will be using that technique again later on in the tutorial
to make a dark outer ring to the pupil. Speaking of the
pupil, let's move onto that now, the pupil I have surfaced
with no specular or reflectivity, as these would prove to
be distracting within the final output, I utilised these values,
notice I have only mapped into the colour channel, I used
to previously map also into the bump channel, but the output
wasn't really noticed, unless an extreme closeup was required,
so we'll leave that for now, as we don't need anything else
adding to the rendertime) :-
The actual pupil texture map is mapped again as
a planar projection to the front of the pupil object. I personally
used a lot of reference when creating my pupil including my
own eye as reference, to make sure your maps fit their 3d
model equivalents perfectly, I'd recommend grabbing a screenshot
(ALT+PRINTSCREEN) and using that as a template for drawing
on within photoshop, as this proves to be the best reference,
notice the black overlap I have used to gain a better transition
to the jet black iris underneath the pupil model: -
ok, now, last but not least, remember the canal
object or darkness layer object you created, now we'll texture
that, we don't want it to be specular in any way, and no reflections
or anything else, it will be simply textured and surfaced
to basically create the outer dark ring, and because it's
mapped to the outward shape of the object, it really gives
the eye depth and more realism, as everything seems to sit
in place much more, first, surface like this : -
Now, we want to create a transparency map within
photoshop, remember to better fit your model, use a template
for painting onto within photoshop, once you have your texture,
map it into the transparency channel as a planar projection,
the resultant shading network should look like this : -
Now, we should bring everything together and do
some test renders, the only tweaking you should have to do,
should be within the last thing you textured, the dark ring,
initially you will probably make the ring too dark, or too
big, so manipulate your image within Photoshop until you are
happy with the final results, in this final image, notice
the dark ring giving the pupil depth.
EYE
MODEL DOWNLOAD ( 3.5 Meg )
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