EASY EYES - a MAYA 2016 EYEBALL modeling & texturing tutorial

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I'm James Taylor, and today we're going to look at modeling and texturing very simple eyeballs in Maya. I'm starting with a regular polygon sphere in my creation parameters I want to adjust my subdivisions from twenty up to 48 and then I'll rotate it along its x-axis just a ninety degree rotation and I'm gonna duplicate it next - so, just CTRL+D to duplicate it then I'll scale that duplicate down by half and this duplicate is going to give us a reference for this size of our iris I zoom in so I can see that duplicate inside the original and I'll select a bunch of faces along the front of my object, so that they are about the same size as the duplicate. We can see that gives us a proper sized iris on the front of the eyeball. Now before I go further I have to adjust some settings on my scale tools. I'll double-click the scale tool, and then I want to find this 'Prevent Negative Scale' and turn that off and then I adjust my pivot point, and basically scale those iris faces backwards into the eyeball we're left with this disc shape on the front of our eyeball and one problem that we'll have, is a very sharp edge between the eyeball and the iris so I select that edge and use my Bevel Edge tool to soften it, to create more of a rounded transition between the eyeball and iris area. Next I'm gonna turn my attention to creating a pupil I grab the vert in the very center and pull it back and also pull some other edge rows around it backwards, as well, to create more of a smooth divot. And just like I did for the edges of the iris, I select one of the outer rings of the pupil area and I'll bevel that to can create a nice smooth transition. I should be left with a shape that looks like this I've got a disc carved out of the eyeball, that's my iris I've got a pupil in there - so I'm gonna assign a new material to this and I'll use a blinn and I'll set it to a white color - but I don't want to choose 100 percent white - I want a little pink to it. So that's the material for the sclera (the white part of the eye) now I want to do the iris - an easy way to select it is to grab that vert in the center, and then use our Grow Selection, to grow right out to the edges of that bevel that we created and I will assign a new blinn to it, and I'll just darken it a little, so that we can see, very clearly, the transition between the sclera and the colored iris inside Now, with the same faces selected, I open up my UV Editor UV Editor. We see that we have just the regular default sphere UVs I need to Planar Map the iris so: hold SHIFT+RMB and choose Planar Map. Then I'll just move the rest of the UVs for the eyeball out of the way. We need this UV layout for the next step, which is material creation I select the material for the iris, and in the color channel, I plug in a Ramp. And I just need to change that ramp's type to a Circular Ramp, so I get a nice gradient I set my outer color to be the same color as the sclera - so, that slightly pink color. Then I adjust the position of the pins so they sit right at the edge of that iris area, so I get a nice smooth blend Now I want to define the colors of the eye I add a blue pin in here, and that'll be the base color and I never want to go too saturated with the colors of the eye - they are natural colors so we're always a bit desaturated and subdued now, the outermost color is going to be pretty dark, it represents a shadow where the sclera overlaps the iris of the eye. And next to that, I add a brighter version of whatever color I've chosen - so brighter blue and then I add another bright blue color in the center of the eye - so around the dark part the pupil, we get a much much brighter color, and so the overall effect is that I have the dark pupil in the center, a bright color right around that, and then it fades out to the dark ring around the edge of the iris. And I want things shiny: so I'll lower the eccentricity on my blinn - and I'll turn the Specular Roll Off all the way up and now I'm getting a nice shiny highlight. And this highlight is essential for making the eyeball look alive and interesting. Looking at it, I want to have a bigger pupil, so I just grab the faces in the center and I turn my Soft Mod on - just hit the 'b' key and I scale it up - and the bigger pupil just looks a little more proportional okay, now let's add a cornea: the transparent shell around the outside of the eye I start by building the same size sphere with the same number of subdivisions. The difference here, is the front of my cornea object is going to come out. So I grab the vert that's at the pole of the eyeball there, and then turn my Soft Modification on, and just pull it a little bit forward and that gives us that little bit of a lens that we need on the front of the eyeball. I'll grab a few Edge Rings and just scale them down to create a bit more of a lens effect, popping out away from the overall sphere of the eyeball and now I will assign a new Blinn material to it and I'll up the transparency to 100 percent Next, I crank up my Specular Roll Off and Specular Color to the maximum values and I dial down the Eccentricity a little bit, and this will give me a transparent, shiny sphere that surrounds the eyeball and now I've got two sets of specular highlights: the one on the iris, and the one on the cornea and this will also help the eyeball feel alive, and it will interact with the lights in the environment much more nicely. Okay lets add a little bit more color to the sclera (the white part of the eye) I'm gonna put a ramp on that, and I will ramp from the color that we've already established for the sclera, to a much more pink/red color at the back of the eyeball and so this means that as the eyeball turns and rotates, it'll look just a little bit more bloodshot, and feel like a little bit more like natural tissue without looking very exaggerated or overdone and at this point, we've got a really basic eye that we could use but if we want to step it up another level, we need to add textures. So I open my UV Editor again, and select the faces of the iris and then I'll go into the Polygons menu, and choose UV Snapshot and I'll choose a relatively high resolution, and I'll save this image out and I'll use this as a basis for painting in my paint program here, I will use Photoshop, and when we switch over, we'll see the image that was saved out is basically just a screenshot of our UVs. Now we can draw on top of that to create our texture first thing I do is create a new layer, filled with grey, and use that as an overlay layer and now I'll start painting. I need to use pressure sensitive brushes in Photoshop, this means that Shape Dynamics is turned on. We can check that in our brush properties. If we turn it off, we see that we don't get nice tapered strokes, and we want that taper on the ends of our brush, it'll make things look a little bit more natural. So I'll use a black paint brush and I'll start sketching in lines and in general I try to do curved lines so big U-shapes, or big circular shapes I'll vary the sizes, so some will be very big, some will be very small and I basically do half the eyeball area, so half is filled up with these black lines and once I'm done filling it up, I'll duplicate that layer and flip it over, using Edit > Transform > Rotate 180 then reposition it on the opposite side. I'll also use the eraser to get rid of this center part of lines, so that they're not overlapping the pupil. This isn't really strictly necessary. the next step is to create a new layer, and to use white lines, and I do it in the exact same way that I created the black lines tiny little ovals, U-shape objects. If you're using a touch sensitive tablet like the Wacoms You can use two fingers to rotate the canvas around this way, it makes it a lot easier to paint all the way around the circumference of the eye just a little tip for those you with touch-sensitive tablets. When the painting is done, we duplicate it the exact same way that we did the black lines now I'll duplicate both of those layers again, both the white and the black line layers and with those duplicates, I'll go to my Filter menu >Blur > Gaussian Blur Gaussian Blur, and just do a small blur both layers. So I have a blurred version of both the black and the white lines and then I'll apply them as Overlays over the background, and this just makes it look a little bit less hand-drawn, a and then when I'm done I'll save it out, and jump back into Maya 2016. And I want to open up the HyperShade and I'll graph the network of my iris material - so hold right click on the material and choose Graph Network from the HyperShade. And now it's showing the network of my materials, and I need to add a new texture node, because I'll plug in that Photoshop texture I just added so, on the left there, 2D Texture, and then just click File and I'm gonna need another node - so I'll click on Other Textures on the left here, and then add Layered Texture and this is going to blend together the color that already created, with the texture I made in Photoshop. And I need to connect the out color from both the Ramp, and the new 2D Texture, into my Layered Texture - so I can click and drag to connect one and then in its attributes, I can click in the empty box to add another node to the Layered Texture and now I can click and drag the second texture on to that new node, so that both my textures are connected to Layered Texture and I can middle mouse drag those swatches in the Layered Texture, to rearrange them and the one that's closest to the left is on top, and the one that's closer to the right is on the bottom it works a lot like Photoshop's layering system now I'll connect this Layered Texture to the diffuse channel, my color channel, for my iris, and we should see our texture pop-up because I've layered the texture on top of my ramp. So I need to adjust the blend mode the same way we adjust blend modes in Photoshop and I'll click through and check all the different options so the one I end up using here is Subtract. That one gives me the look I'm going for now, if we look closely, we'll see the lines will be drawn overlapping around the outside edges of the iris, and also into the pupil in the center we want to fix that. To do this, I use a Ramp to control the opacity of the texture in the Layered Texture and the easiest way to do this is to just grab the Ramp I'm already using and duplicate it by hitting CTRL+d, because we already know it matches up positions that we need. And I'll just recolor it I use the existing pins. I just change the outside pins to black and the inside pins to white, and now I'll be able to use this to fade out that 2D texture as it gets close to the edges of the iris and towards the pupil in the center I'll jump back to the Layered Texture, and now we need to plug this new Ramp in. So what I do is go to the Layered Texture, I select the texture - the iris texture that we created - and middle mouse drag that new Ramp onto that Alpha in the Layered Texture. So: I want to drag it onto the word Alpha. And now we'll see that it's controlling blending for the opacity of that 2D texture, so that I can adjust where the lines are towards the pupil and the outside, the iris by just moving the pins on the new black and white Ramp that I've created. I'll play around with the positions of the pins - you'll see that I pulled that white one towards the centre that'll make texture less opaque at the edges, but it will blend things together more nicely. And when we look at it from far away, it works pretty well. So this Ramp and Texture combo won't hold up to super-close scrutiny, but it only took us a few minutes to create. So this is great for background characters or projects that have a more stylized art direction style the other great thing about this combo is it allows me to change the color of the eyes very easily without needing to re-generate new textures for each color all I have to do is go back into my original ramp, grab the color nodes and start shifting them into you other parts of the spectrum so if I want to create green eyes, I just move it from blue over to green or maybe to yellow and we'll end up with new color combinations. That makes it really easy to create new eyes for each character that we're making. That's it! That's how we put together simple eyes in Maya 2016, it's just that easy any questions, don't hesitate to leave a comment! I'm James Taylor, as always, thanks for watching. :)
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Channel: James Taylor
Views: 58,056
Rating: undefined out of 5
Keywords: maya 2016, maya tutorial, eyeball tutorial, pixar eyes, maya eye tutorial, maya eyeball tutorial, modeling tutorial, eyeball modeling, eye modeling, eye texturing, eyeball texturing, maya 2016 tutorial, how to, beginner, maya modeling, eye model, eye texture, pixar eyes maya, iris, sclera, cornea, layered texture, ramp, maya, maya 2015, eyes for games, game art, low poly, Tutorial (Media Genre), character modeling, texturing, texturing tutorial, eye tutorial
Id: VIGHFkMpcQA
Channel Id: undefined
Length: 12min 28sec (748 seconds)
Published: Sun May 31 2015
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