Tuesday, 13 October 2015

October 13 2015

Today, I finished the base model of the eye.

As you can see, the eye has two completely seperet components. Called the Outer eye, and the inner eye. (from top to bottom)  To do that I just had to duplicate my eye, and then make the outer eye slightly bigger. I scaled it up 1.020 units to be precise. That way, there is no geomatry clipping. Then I went to the front of the sphere (which I had rotated in the x axis by 90 degrees prior) and select the 3rd ring from the center. And made 2 edge loop subdivisions. That way, it had a more sharp corner than it would have had if I didn't. I did the same on the first ring so  I could make is concave on the inner eye. And then, after I did that, I dissolved every other edge along the center vertex, that way there is less polygons, and it makes it so it looks less stressed from being pulled in a bunch of different directions. And I did the same with the back.
Then on the outer eye, I did the opposite so I could create a convex center, where the light will be captured and will be reflected. 

I then merged the two eye components so they moved and scaled evenly, and put it into my eye socket on the character. 
At the beginning, the eye socket was not properly shaped to fit the eye. So I had to make a rough estimation on where the eye would sit permanently, and the pull the outer points on the edge of the socket to shape around the eye while still keeping the integrity of the original face. 
Tomorrow, I will be duplicating the eye, and start on the accessories of the character.




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