'Creating A Perfect Eye with 3DS Max' Part 4
'Creating A Perfect Eye with 3DS Max' |
by Korosh Ghanbarzadeh |
It’s now time to work on the eyelashes. For that, it’s better to use splines as a guide for extruding a circular surface along them. Create several different spline curves, then create a circular surface and extrude it along each spline to get different curved eyelashes. Set the taper amount parameter to make one end thinner (Fig.16). |
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Fig.16 |
You have to create different curves for lower eyelashes because those are more curved and smaller. When you’ve finished, copy these eyelashes, make a crowd and place them along the eyelids, as shown in Fig.17. |
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Fig.17 |
The direction of the eyelashes should be approximately toward the center of the eye (Fig.18). |
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Fig.18 |
Bear in the mind that it takes time to create eyelashes in a realistic way and to give them suitable randomness, so be patient! After you’ve finished the eyelashes, create the wet layer by using a curved piped like geometry. The curvature of the wet layer should match the curvature of the cornea and lower eyelid. You can create the caruncula use a triangular geometry with some depth. Place it at the inner corner of the eye (Fig.19). |
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Fig.19 |
The time for texturing has come! Use pelt mapping to UV out the cornea and sclera. It’s better to make a whole seam at the middle of each sclera and cornea meshes, as this way you can avoid stretching. Then use Photoshop to make textures; the more realistic the texture, the more realistic the eye. There are about four maps that you need (Fig.20):
All the maps have made from the sclera diffuse color. The cornea bump map should have a subtle noise, as well as the sclera bump map. |
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Fig.20 |
Page 4 |
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