Only done one even remotely decent head, and already bored with using other people’s eyes. So I decided to experiment with textures prepared in Paint Shop Pro and applied to a model in ZBrush. Although the same principles can be followed completely within ZBrush, I prefer to use PSP because:
(a) it’s easier to get a clean rectangular brush stroke
(b) using the alpha channel to store selections, it’s simplicity itself to create any number of eyes based on an original PSP image with two layers.
I know there have been several tutorials, scripts and tools on eyes in the past, but I did work this one out for myself from scratch without (recent) reference to any of those, and like the fact that having done the PSP bit once, you have a template that you can very simply vary in any respect (except pupil shape - may look at that for cat’s eyes) to generate an infinite number of different eyes without having to load and run a script or save a tool as well.
In Paint Shop Pro:
-
Open a new image, 256x256, background white.
-
Set the Selection tool to rectangular, no antialiasing or feathering.
-
Double click on the rectangular seslection icon in the tool bar and set the coordinates to Left = 0, Right = 256, Top = 0, Bottom = 19. Use the Floodfill tool to fill this area with sold black. Save the selection to the Alpha Channel as Pupil.
-
Double click the selection tool icon again and change Top = 19 and Bottom = 48. Choose a colour for the main part of the iris and floodfill this selection. Save the selection to the Alpha channel as Iris.
-
While still selected, apply Effects Noise at about 8% Uniform and/or apply a light spray-can effect in a contrasting colour for a more variegated iris.
-
Double click the selection tool icon again and change Bottom = 23. Choose a slightly darker or contrasting colour than the main iris colour for the inner part of the iris around the pupil and floodfill this selection. Save the selection to the Alpha channel as Inner Iris.
-
While still selected, apply Effects Noise at about 18% Uniform.
-
Double click the selection tool icon again and change Top = 43 Bottom = 48. Use the same or another contrasting colour for the outer part of the iris furthest from the pupil and floodfill this selection. Save the selection to the Alpha channel as Outer Iris.
-
While still selected, apply Effects Noise at about 18% Uniform.
-
Now duplicate the layer.
-
Load the Iris selection from the Alpha Channel.Apply Effects, Motion Blur, setting the length to 17 and the angle to 0. Repeat this with the angle set to 180.
-
Now apply Edge Enhance.
-
Still with the Iris selected, on the layer palette change the mode to Overlay. If the iris appears too dark, adjust brightness and Contrast and/or gamma to your liking. Save the image as a PSP file. Then flatten the layers.
-
If you want any bloodshot veins in the eyeball, deselect the iris at this point and scribble some faint squiggly lines in pink on the white of the eyeball.
-
Deselect the iris and Flip the whole image Vertically. (I’ll explain why below in the ZBrush section.) Now save as a BMP or PSD file and leave PSP.
You should end up with something like this:
In ZBrush:
-
New document. Select the Sphere tool. Set the colour to white, material to Toy Plastic.
-
Using the Drag Rectangle stroke, draw a sphere of the required size.
-
Import the BMP or PSD texture file saved at #15 above. Select the texture.
-
Nothing happened? Well it did, but you can’t yet see it, because the pupil is on the opposite side of the eyeball, so rotate it through 180 degrees horizontally.
-
If you would like a slight bulge to contour the lens, on the Texture pallete click Make Alpha. Now on the tool Modifiers, Select palette, click Alp, then Invert the mask. Now on Tool, Modifiers, Deformations set Inflate to about 16.
-
You’re done, so save the tool.
You should have something like the first figure below.
If you had not flipped the texture vertically at step 15 above, the pupil would have mapped to the front of the eyeball, BUT you would have an annoying little artefact of a tiny white dot in the centre of the pupil which JPG compression permitting, you should be able to see in figure 2 above. (Why didn’t I build the texture the other way up in PSP and avoid the need to flip - simply felt more natural to do it that way up! Important bit at the top. Sorry.)
By saving the PSP file, you now have a template for all future eyeballs, with all the key areas saved as instantly retrievable selections in the Alpha Channel, and the texturing of the flat pattern in a separate layer from the underlying flat colour. So it is a doddle to change any part of it in terms of colour or pattern using any of the usual tools or filters. Instant infinite eyeballs. :rolleyes: