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Contents
Modeling
UVs
Texturing and Map Creation
Lighting
Shading and Materials
Rendering
Created by
MODELING
The Cornea refracts the Iris and creates distortion; it is also used as a wet layer for the sclera.
In some cases, the Iris and Sclera Geo can be connected for the purpose of using it in Zbrush. This
is usually how its done; I did it differently though. First, I create them together and then separate
the Iris. The reason for separating these pieces is because the sclera will create more shadow on the
iris and will give it a much more realistic look. We will add a bit of transparency around the edge of
the detachment in order to make the transition clean. There is a blurred effect as the Cornea merges
into the Iris. The Pupil will just be there so that no light can get pass the hole of the iris. It will be
assigned a black surface shader.
Creation Process
1. In Maya, Create a sphere and rotate it 90
degrees in X, and change the amount of
segments in the channel box to around
16.
2. CREATE 2 DUPLICATES; Rename.
3. Now begin to create the iris by selecting
the front vertex of the sphere, turning on
soft selection (B), and bring it back in Z.
Artistically try to create an iris in Maya.
Think about the proportions of the iris to
the entire eyeball. Add edge loops where
needed. Make sure that the iris creates a
nice transition inward.
4. Try to place an edge where you want to
create the hole for the pupil and then
delete the faces to create a hole.
Now you should have your basic eye with 3 pieces, you can separate the iris and have 4 pieces in
order to get more shadows, or you can just keep it simple with these 3 pieces.
I am going to separate the sclera/iris piece so that I can get more shadows from the cornea and a
slight blur effect around the edge.
UV MAPPING
There are many different ways to UV, and
if you are completely new to this subject I
would go look up a basic tutorial before
continuing. I am going to show you my
method which works with Maya 2015,
using the Unfold 3d plugin. Just keep in
mind that there are many ways to do this
part. The goal is to get UVs on the Sclera
and Iris.
First, Go to Window
Settings/Preferences Plug-in Manager
and make sure Unfold 3D is checked and
loaded.
Now select your Sclera and do a Front
Projection in Z.
Now do the same for the Iris.
For the Sclera, if you cut a seam right in the
middle, then you can scale up the front island in
order to get more resolution; No one is going
to see the back
Select the edges where you want to cut a seam,
and then in the UV editor, select the orange
scissors. If you select on UV and hold Ctrl +
Shift (Win) Cmd + Shift (Mac) it should say Go
to UV Shell
Unfold Settings
Now select all the UVs for the Sclera and click on Unfold. Grab the Front Island Using Layout
UVs select Per Object and it will scale this up perfectly. Make the other island (back side of the
Sclera) much smaller and put it in the corner. Use up as much space as you can.
Sclera UV Snapshot
Iris UV Snapshot
Export your Sclera and Iris as .obj, save the scene and
dont forget about the Lens! We dont need the
Lens/Cornea in Zbrush, but we will need it later. My
method is to create a basic texture in Zbrush, then add
high resolution from reference in Photoshop. If you
prefer you can just project it in Zbrush, However I think
using Photoshop is a little bit more resourceful.
Start a new project and import the Sclera and
Iris.
Im going to import some reference into Zbrush
to do a quick projection, and then I will sample
the color (C) and quickly paint in the rest.
Do the same for the Iris. Iris is usually pretty
easy to project
Now to export the texture, we need to convert the
polypaint to texture. In the Texture Map pallet select
create from polypaint. Do the same for the Iris. We
should have both of the textures in the texture map pallet
preview. Now to export; press clone, and then click on
the texture palette window. Make sure to Flip in V before
Exporting! If you use Zbrush you should already know
this, but for beginners; Always flip your textures before
exporting them from Zbrush! Zbrush and Mayas UV
Space differently, so just keep that in mind.
The reason we brought it into Zbrush first was just to
create a basic texture to cover up seams. If I began in
Photoshop first, then it would be more difficult to paint
over seams; Zbrush takes care of that problem.
Now convert the polypaint for the Sclera into a texture. To export the details you made with the
speckled bump, create a normal map by going to the normal map palette and then Export map.
Treat this just like a texture when you export it. (Clone, Flip V, Export .tif)
The following Textures should be completed.
(Created from the sclera!)
Sclera_Diffuse
Lens_Normal
Iris _ Diffuse
Iris _ Disp
Now from these maps we will create further maps using Photoshop.
Some of these are really necessary, but the more control the better.
Take Sclera_Diffuse, Desaturate it, and play with the levels and clean up
the veins so that they are white! This will be called Sclera_Bump. This will
be great for giving some details in the veins.
Now Reopen Sclera_Diffuse, Duplicate it, and add a Hue and Saturation
Adjustment Layer in order to make a Subdermal map for the eye. This is
for creating skin. In V-ray I rarely use this; however it might be needed in
mental ray.
Make this map more saturated and stronger in Red Hue.
This is called Sclera_Subdermal
Now we need to create one more map; this will be Sclera_Refraction. This
is a strange blur that happens as the Sclera merges with the Iris. There are
shadows, but there is no visible line where the sclera ends. I like to get this
effect with a transparency/refraction map for the sclera.
Go back in Maya and find out where the edge of the hole is. Just select the
edges with the UV Texture editor window open. Now, in Photoshop,
Open the UV Snapshot, Unlock the BG, and Create a layer under it. Select
the top layer (UV Snapshot) and set it to Screen. Select the layer below, fill
with Black, and create a new layer. Now the UV Snapshot will be visible as
you paint under it.
Paint White around the edge and you can even Gaussian Blur it afterwards to clean it up. Dont
make the edge of white too harsh. You can also create a circle shape, and stroke path with brush;
that is how I get a perfect circle.
All the Maps are finished!! Yes! This should be good enough!
This tutorial is not going to go in depth on Linear Workflow. This is a confusing topic in itself, but I
want to make it clear that it is very important and that I will be using this workflow for my rendering
process. You dont HAVE to do it (You should) but you arent getting accurate lighting otherwise.
V-ray does it automatically for you now, but for mental Ray, I do specific things in order to get
realistic lighting and the correct gamma. I highly suggest typing Linear Work Flow Maya in
YouTube.
LIGHTING
I want to stress that lighting is maybe the most important thing. Why? All the shaders work based
off this lighting. We as artist need to appreciate this stage in order to get a realistic model. For this
tutorial, In order to get more realistic reflections and lighting, I recommend using an HDRI!!! You
can download free ones at http://www.hdrlabs.com/
We want to use an IBL Mental Ray, Or a Dome Light V-ray, in either case; we need an
environment to reflect, not just an infinite black space with a couple of lights!
Lighting will be different for different render engines.
I always pretty much use a three point lighting system when it is
just one object. Learn more about it by searching Three Point
Lighting.
However, here is the basic idea.
V-ray Create a Dome Light, in Texture map; import your HDRI
from your source images.
Create a Key Rectangle light This will be for shadows and for reflection in the cornea
Create a Rim Rectangle Light This will give a nice outer Highlight to the eye.
Bring the Dome light to around .6 in intensity. Think of this as a
fill light and for reflection. Select Spherical.
Make the key light a cool temperature and slightly less intense
than the default value.
Make the Rim light a warmer temperature. Make the intensity
higher than the default value.
Play with these values. They can be interchanged and adjusted accordingly.
The temperatures can be reversed if you like (Key- Warm, Rim- Cool)
The lighting isnt Finished* per say, but it is setup! Save this scene as 01_Eye_Setup
V-Ray method
Sclera VrayFastSSS2
Iris VrayFastSSS2
Lens- VrayMtl
Pupil Surface Shader
The Sclera only needs SSS. Turn spec to zero. You can play with this, but we will get the spec from
the lens; the lens also serves as a wet layer.
Create a VrayFastSSS2 and assign it to the Sclera.
This shader is really great because you only really need one color map most of the time.
Click a preset, Skin (Pink), to start from.
Assign your texture Sclera_Diffuse to the Overall - Diffuse and Subsurface color slots. You can try
adding Sclera_Subdermal to the Sub-surface color; however I usually prefer putting the diffuse in all
3.
Leave the scatter color Red/Orange,
Take a Render and decide what needs to be done to the scatter.
Are there harsh shadows? Is it blown out?
We can control the amount of scatter with the scale, and get a different Scatter effect. Usually going
lower in scale increases the SSS, and going up will decrease the SSS, causing more shadows. I have
seen this flip though. Just know that the scale controls the amount of SSS. We can also control how
much it bleeds or scatters with the Scatter Radius attribute. So I usually play with those two values
in order to get the scatter effect that I like. Make sure that specular amount is at 0!
Add the Sclera_Bump to the bump map, and play with the multiplier. Usually I leave the Map type
at Bump Map, but you can try Normal map if you would like. Bump value to start from .1
If you want to create the transparency for the edge of the sclera,
Create a VrayBlendMtl, put the SSS in the Base material, and for
the Coat Material 0, insert a 70% Transparent VrayMtl. Then you
can insert the Sclera_Refraction map into the Blend Amount. This
will tell V-ray that where it is white, is where we want the Coat
Material. (The transparency)
For the iris, do the exact same process. Use a different scatter color
this time, maybe blue?
Now for the pupil, add just a black surface shader, pretty basic.
The Lens needs to be a clear, Refractive, and
Reflective material.
Assign VrayMtl, Make the diffuse black, Amount
=0
Make the reflection color white
Unlock Fresnel IOR to Refraction IOR.
Go up Fresnel IOR in order to add more
reflections in the 0 degree angle. Dont go too
high,
but this will help get the right
reflection, mixed between a glazing angle and a
front angle view reflection.
Lower the Reflection Glossiness to .97 - .98, play
with it.
Turn Refraction Color to white,
Check Affect Shadows,
In Affect Channels, select All Channels
The Cornea of the eye has an I.O.R of 1.38
Change Refraction IOR to 1.38 - This will give the realistic bending of the Iris, especially from side
views.
Now add Lens_Normal to Bump Map (Same thing as the Sclera)
All the shaders are setup! Not done though! I never get everything right from setting everything up
in a linear step by step fashion! Maybe sometimes I get lucky, But MOST of the time, it is trial and
error setting up textures and shaders. I go back in forth between Rendering, Texturing and adjusting
settings, I told you the settings I play with, it is the goal to match your reference and make
adjustments accordingly.
RENDERING
Here are some of the settings I mess around with in the render settings.
V-ray In the V-ray tab, up the Max subdivs to around 20,
and change the threshold to .03 that is for testing
Make sure that you clean up the noise in the shadows, SSS,
and reflection, by upping the subdivisions locally on the
material itself.
For final Render, I set max subdivs to 16- 18, and the
threshold back to .01 or .02
AA Filter type Gaussian
Add Render Elements if you would like to see the layers individually. Change image type to .EXR
(multichannel)
Mental RayIn the indirect lighting tab of the render settings, check Final
Gathering.
Up the accuracy to 250
Point Density .1
Point Interpolation 18
Thats a starting point, for more research Final Gather.
CONCLUSION
The creation of a realistic eye can be achieved through 4 pieces of geometry called Sclera, Iris,
Cornea, and Pupil. Through Texturing, Lighting and Shading, The end result is a render of a realistic
interpretation of the eye. This tutorial is not THE way, but ONE way out of a million. If you have
any suggestions or thoughts, feel free to email me at malikeena@gmail.com
More tutorials soon. Please visit www.malikeena.com for more information