Upham, that is a nice explanation of the eye situation, and definitely worth a look. I’m learning all kinds of quaint eye things today…nice start to the week, and thanks guys!
Thanks for all of your positive comments.
Hey Upham . . . I’ve been to that site before, when I was trying to create an eyeball in TrueSpace 5. I must say though, I could never get a realistic eyeball in TrueSpace, to look as good as in ZBrush. If you play around with the Modifiers / SpecularCurve & DiffuseCurve for the GelShaderA Material, after painting the cornea with it, you can get some really interesting effects. It gives the cornea a transparent & 3D effect, especially when you move the eyeball around.
Thanks again & have a good one . . . Mark.
here’s another eye ball tutorial for a texture map done in photoshop.
I thought it would round off this thread nicely.
http://www.kandsdesign.com/kim/eyemap-tut.html
thelonious
Man, talk about going about it the long way! I got up to page-ten and couldn’t be bothered reading anymore!
I like Kruzrs method better!
Kruzr…
You ARE the EYEBALL king!
Really thanks for the great tutorial. I have photoshop but I’m going to see if I can work it out in PSP. Seems there is as you say just the one step with the radial blur…but I’ll find something in PSP that will make it work.
Thanks again for an in-depth and terrific tutorial!
Awesome Kruzr!! Thank you!
Just a second thought, for those without a radial blur…
Kruzr’s tutorial instructs to rotate the sphere 90 on the x axis before drawing the tool. This allows the mapping of the texture to be round when exported.
If you keep the sphere in its default orientation (Don’t rotate it). then an eye map might look something like this:
The black on top represents the pupil, the green the iris, etc…
So, the tutorial is the same, without the rotation. Bring the exported image in your image editor, select the iris area, gradient, noise…, and then add a motion blur.
Similar effect, not quite as good as kruzr’s, but play around with different filters. In the example above, I used a craquelure filter then the motion blur. Final result:
Thanks for all these GREAT tutorials, Guys! There is now NO EXCUSE for bad looking eyes!
Awesome tuts!
Thanks,
WOW!!! What a great day!
Thanks for the turorial Kruzr!
Very well done. I don’t have Photoshop but I was able to get similar results in Corel Photo-Paint.
Thanks!
Awesome tutorial Kruzr
Thanks
I think we need another tutorial on how Stacey made that cool new smiley
Ok, so here’s my first attempt with PSP to convert this tutorial to work with it.
These are very rough and it’s going to take some playing around with the settings. In PSP7 you can use the “Fur” effect to get somewhere in the universe of what was done with Photoshop. I’ll never get them as perfection as your originals but I can get them to where they will be acceptable to me with PSP7. It’ll just take some playing. Finding the filter to use was the hard part.
I also notice that the texture from PSP7 mangled my outer circle a bit and I think that happened when applying the “fur” filter. The first eyeball above I tried to turn it down to get rid of that morphing but I guess I didn’t turn down the blur enough because that eyeball is hideous.
And you don’t have to add the noise when you use fur as it ignores/erases it anyway. So now that I’ve left a clue…I’ll go back and keep playing with it and see if I can get it at least close to the perfect eyes from the tutorial!
Thanks again!
Hey Kaz . . .
Thanks lots for the addition to my tutorial. I haven’t tried any different procedures for my tut in a program without the “Radial Blur”, but after reading your post I went into “PaintShopPro 7” & used your modifications to the tutorial, it worked great!
I think it looks just as good as using the “Radial Blur” method. Have a good one . . . Mark.
Hey Kruzr - this is a great tutorial you’ve written and you’ve started a great thread. The next eyes I use will be created via your method
To add to this topic: After the eyes are brought into ZBrush they need a final touch which may be accomplished in ZBrush, Photoshop or PSP - they need to be shaded/shadowed. The initial render may place a shadow on the eye (which is critical) but it would be best to enhance it. This applies to any 3D app As Adman notes - the eye is not a simple sphere - there will be shadowing and highlights under the cornea. The important point is you must first light your scene before you’ll know where to put these shadows/highlights.
I previously posted the following but perhaps it belongs in this thread
I create new eyes for each image and process them according to the lighting etc in each image. Although I’ve created eyes within ZBrush that I like - I often begin with an eye texture created in Darktree then heavily modified in Photoshop. Following is the creation progression for the mother’s eye:
The left eye below is the texture straight out of (although manipulated within) Darktree. The right eye is the result of editing within Photoshop.
The left eye below is the rendered eye straight out of ZBrush with no shadows or highlights. The right eye is the result of editing within Photoshop.
After doing the initial render in ZBrush I paint the eyeball with 100% flat white - render again and use this as a layer mask in Photoshop. Using the Photoshop paint brush set at approximately 25% black – I add shading around the eye including the shadow and adjust the tones under the cornea.
Even subtle eye shading may have a dramatic effect
jd
Hi Impending . . .
I really appreciate your addition to this thread. I now remember reading your past post some time ago regarding “Eye Shading” & your right. Proper shading for the eye can make a poor eye texture look very realistic, whereas a great eye texture, without the proper shading can appear as nothing but a flat eye image, pasted to the head.
I’m going to have to play with your procedures & see if I can grasp what your explaining above. :rolleyes:
Geeezzz, with all the information gathered in this thread, there’s no reason for any future images posted without great & realistic eyes!
Thanks again & have a good one . . . Mark.
for what it’s worth…
The cornea, apart from having specular highlights will, even though it is clear, cast its own shadow on the iris. Conversely the cornea will also light a portion of the iris as well. This is very tricky to acheive but it gives the most believable eye
thelonious
First to Kruzr:
The best ideas are the simplest. Very clear, simple way of producing a natural eye texture. I love it!
To the rest who contributed to this thread you’ve made my day! Here’s my take useing Kruzr’s technique and the thoughts of others. I tried the GelShaderA material and I wasn’t happy with what I was getting (could have been the light set up), so I dodged and burned in Photoshop. I’ll keep working on it, though.
Adman
or have other people been having probs getting the x axis to rotate? I try like 15 times and it still comes out flat and the couple times it DOES come out rounded like its supposed to, it’s way too small… how do you resize it? and how do you make the x axis stay rotated?!
That´s a nice tutorial you made there.