Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 03-06-2013 , 07:02 PM
Skalman's Avatar
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Modeling a realistic eye

Hi. I'm following this guide: https://phungdinhdung.com/Studies_pap..._modeling.shtm

As i already know how to make decent head meshes... i wanted to go through the diffrent area's and make them as realistic as possible, learn to make them really good then put together in a very hi-poly head model. So i'm starting off at the eye. Taking help from the link above.

Here's what i got. I might add more loops but for a "start" how do you think this looks?

user added image
user added image


I used this as a guide:

https://phungdinhdung.com/Studies_pap..._eye_water.jpg

the only difference between my model and the guy who made the guidepic for myself is that his headmesh + the small bit nearest the nose in the eye is disconnected from eachother. But I dont think that matters.


How do you think i'm coming along?
what's good/bad, what should i change, where should i add more loops etc etc etc.


looking forward for your replies. thanks user added image


- skalman

edit: I think disconnecting the thing in the side of the eye with the whole mesh would be a good thing. since that litle thing should be more under/behind the mesh rather than being a part of the eye mesh. I'm going to disconnect it now and work on that part.




Can someone move this topic to the "work in progress" list? user added image Figured i'd update my model now and then and go through some problems i'm coming across and so on. thanks user added image


20 year old guy from Sweden



Big Bob Marley fan
Love skateboarding
Maya, Mudbox and Photoshop user

Full name: Marcus Ralman


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Last edited by Skalman; 03-06-2013 at 09:42 PM.
# 2 03-06-2013 , 07:42 PM
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update:

i disconnected that part, added more geometry to it. Now what i noticed while doing this is the eyes in the side kinda go "into" eachother. they merge in a way. Like the letter O and V. My model is more like an O, while i noticed the sides should be like a V... I'm going to try to work with this. Though its hard while already having such a big amount of polygons...

user added image


20 year old guy from Sweden



Big Bob Marley fan
Love skateboarding
Maya, Mudbox and Photoshop user

Full name: Marcus Ralman


https://www.facebook.com/MarcusRalman3D

^ My facebook page ^
# 3 03-06-2013 , 09:36 PM
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update:

finished the nose and mouth, eye is also pretty much finished.

user added image
user added image

I'm going to go through my model and decide the topology that im facing. I don't think I've made any fault in my topology so far. tell me if i have ..... user added image

i'll go through the topology in school tomorrow and get back and work with this when i get home user added image can't wait. goodnight. user added image


20 year old guy from Sweden



Big Bob Marley fan
Love skateboarding
Maya, Mudbox and Photoshop user

Full name: Marcus Ralman


https://www.facebook.com/MarcusRalman3D

^ My facebook page ^

Last edited by Skalman; 03-06-2013 at 09:40 PM.
# 4 04-02-2014 , 01:40 PM
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thats a great awesome blog man user added image seriously great for new one just like me i hope many people shouldn't know this
tips and tricks while modeling i will share this things to them thanks man u r life saviour user added imageuser added imageuser added imageuser added image

# 5 04-02-2014 , 08:16 PM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
Looking good Skalman. Three things I see:

1) There is an odd crease near the tear duct.
2) The lips don't have a crease in them. Right now they look "fluffy"
3) You're missing the philtrum: https://en.wikipedia.org/wiki/Philtrum


Imagination is more important than knowledge.
# 6 07-02-2014 , 09:11 AM
Skalman's Avatar
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Join Date: Apr 2012
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thats a great awesome blog man user added image seriously great for new one just like me i hope many people shouldn't know this
tips and tricks while modeling i will share this things to them thanks man u r life saviour user added imageuser added imageuser added imageuser added image

Yeah its a great blog. happy you found it useful bro user added image


20 year old guy from Sweden



Big Bob Marley fan
Love skateboarding
Maya, Mudbox and Photoshop user

Full name: Marcus Ralman


https://www.facebook.com/MarcusRalman3D

^ My facebook page ^
# 7 07-02-2014 , 05:18 PM
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yes...you dont sound not non double negative
Join Date: Jun 2009
Location: Norfolk, VA
Posts: 91
nice start i would probably tweak the area at the corner of the nose where it meets the mouth. and just slide the mesh surface over to even things out, better flow that way.


level 3 luchador!

image dump
# 8 10-02-2014 , 12:22 PM
Skalman's Avatar
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Join Date: Apr 2012
Posts: 293

nice start i would probably tweak the area at the corner of the nose where it meets the mouth. and just slide the mesh surface over to even things out, better flow that way.


LOOK AT 02.45 :
speed modeling #5 (maya) HUMAN HEAD part1 - YouTube

What do you think about this topology for the eye? Feels like it gets a more rough and realistic look to it, if i would look at an eye it feels more natural for me to have the structure like this: user added image user added imageuser added imageuser added imageuser added image

What do you guys think about this?


20 year old guy from Sweden



Big Bob Marley fan
Love skateboarding
Maya, Mudbox and Photoshop user

Full name: Marcus Ralman


https://www.facebook.com/MarcusRalman3D

^ My facebook page ^
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