How to use FlippedNormals Eye Kit in Maya

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in this video we are going to take a look at how we can use the flip numbers i kit for maya with the render engines of v-ray and arnold the setup is exactly the same the only difference is that they're using different shaders but that's not something you have to worry about the very first thing we have to do is we have to set the project we go to file set project then we go to the vfx directory and then we set this directory to the project this is so that all the textures are going to be working the way they are meaning that they're all using relative paths now so there's no reason to re-path anything everything should just work for now then if you want to use ikit for a character an existing character like this which is most likely what you want to do we go to file import then we choose the directory which we are which the ikit comes in and then you can choose either arnold or v-ray i'm going to choose arnold for now then we scroll down just a little bit and disable username spaces and then we hit set resolve to clashing nodes this just means that there is no there are no name spaces on the actual names it's going to come in the way it's designed so now we hit import and now you can see that we have a little character a little i group down here and if we open up this is what happens by default the the blue eyes are visible if we hit the f key we can go down here we can see what happened if we enable textures now you can see that these are all working if you want to see the different eyes you simply just hide the blue eye then you unhide the brown eye as a little tip as well if you want to see what's going on without the wireframe you can go to show and selection highlighting and now you can select them without it being it interfering with what you're looking at so click the brown eye hide that we can look at the different ones so we can look at the green line the hazelite the gray eye and then you can see the bottom we have a blend shape group as well you don't really have to worry about this this is to control the dilation if we want to dilate the eyes we enable the eye we want then we open it up and here you can see there are two meshes for the iris we have iris blue dilation and iris blue neutral if we want to dilate it we have to select the iris blue dilation hit ctrl a to go into the channel box and then under the channel box we have dilation and if we set this to minus one you can see it opens all the way up we set it to zero it's going to be neutral and if we set it to one it's going to contract like this so this is really cool it means you can really easily animate the contraction and dilation so just set this back to zero and that's going to be neutral if you don't care about dilation you can simply hide this and use the neutral one by default all of these are using the dilation as the acid default so if you want to move the eye into position what i recommend doing is you select the entire eye group and then you move the eye group we're just going to go and enable selection highlighting again the reason i want to move the entire eye group is that it's very easy to change what i you want so we can now go up here move it into place something like that hit alt d to deselect your object and i can see what's going on so if we want to now hide the blue eyes and look at something else we can just hide it hit the h key now we can get the brown eye this is why we move the group initially so in order to get the eyes over to the other side what we can do we can simply duplicate the entire group i just want to be have the blue eyes visible we can take the entire group and we can duplicate that but probably is if we just hit ctrl d the blend shape is not going to propagate through it's not going to be connected so if you want we want to actually duplicate this with the blend shape enabled meaning if you care about deletion we go to edit duplicate special click little box next to it and then we make sure that we hit in duplicate input graph which is going to duplicate all the actual orders you're going to actually connect everything up properly so then we can apply and now we have the eyes i also recommend that you name it right away as well just so you have control of what's going on and you name the eyes based on this is the character left eye it's still screen right but it's character left and then we can name this r ice there we go and we can just remove the one on the bottom as well so now we can take this entire one and we can we can move this guy over like so so it face up fits approximately you can also scale them up and down but be aware that this uses a displacement map so and this base map is tied to the scale so if you do if you do change the displacement map that means that you will have to if you do change the scale you will have to rebalance the displacement for it also as a heads up as well these are using specific maps for the different colors meaning that you can't just replace this eye here you can't just go in change the iris blue and change this to the the brown one because this actually has a different map for displacement and specular and all that than the brown one so that's why we have different folders for them or different groups the ikea also ships with two different scholars the scalar is the white part of the eye so different ethnicities have a different different color of the scalar so we're providing one which is bright like this and one which is dark so we're going to be showing that for the brown eye so here is just a default brown eye but if you're doing having a character and you want the sclera to be darker you simply select the sclera brown then we just gonna disable that so we can see let me right click use existing material and then we can choose the sclera dark and there we go now you can see that this has been applied to it and now we have two different eyes which is kind of cool if you want to change the texture resolution you can almost easily do that the quickest way of doing that is to open up the hypershade and then we can find the material we can simply just click on the material let's say we want to change the resolution for the scalar just go all the way to the left also all the way to right click select and then we can bring it into the hypershade and then you can see that there are two maps attached to this one this one goes into the subsurface and this goes into the transmission and you can see we call this sclera albedo 2k and here it goes into the folder which is using 2k map and now we can simply replace this with a different map as well so if we go all the way up out now or one up then we can change this to 512 and we can pick the um sclera dark albedo 512 which is now going to be used in the 512 map which is just very nice and handy because it you probably don't need a full 4k map or 2k map for most shots 512 is really enough by default we are using 2k just because we can but if your if your shots are gonna be something like this you don't have to but if you're going crazy close up a 2k map is going to work or if you're going even crazier close up you a 4k map is going to be nice but 4k is real for extreme cases so once you have that then we can make a little region then we can start to render this and there we go instant nice eyes for arnold and if you are using vray the setup is exactly the same as the last little tip when you're lighting ice you really want to use hdri maps for this it's really hard to get nice natural eyes when it comes to lighting and using just area lights i highly recommend that you get some nice hdri's like this this is from hdri haven which just makes it really you just get this a lot of life into your eyes by using hdris so i hope that was useful if you want more information we have a pdf which accompanies this video as well
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Channel: FlippedNormals Marketplace
Views: 8,126
Rating: undefined out of 5
Keywords: flippednormals, tutorial, training, cg, games, film, morten, jaeger, henning, sanden, vfx, marketplace, curated, career, maya, arnold, vray, eye, eye kit, pupil, sclera, human, realistic, realism
Id: ejWGjTVBwrE
Channel Id: undefined
Length: 8min 35sec (515 seconds)
Published: Fri Oct 23 2020
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