In the last five or six years, ray tracing and physically accurate rendering technologies have significantly improved, making the graphics output virtually indistinguishable from real-world photography. By googling “refraction index of Cornea” we find that the Human Cornea has an index of about 1.376 which visually makes little difference but makes it so much more fuckin cool.If CAD and simulation are the tools to digitally conceive and test your design ideas, rendering and visualization are the tools to win the hearts and minds of consumers, clients and decision makers. The “index of Refraction” of glass is around 1.5, it varies from material to material but its what Keyshot’s glass shader defaults to. Its also an aspect of the human eye and gives the iris a distinct look from all angles. Refraction is what happens when light moves through transparent things and why things in glass or water appear different. It is what is most reflective and wet looking as well as refractive. The outer eye model plays two important roles in the appearance of the Eye. The inner Eye doesn’t need to be shiny, my specular is all the way down, the reflection comes from the Outer Eye. *In Keyshot Bridge you then need to select UV Coordinates as the Type and 0 out the settings below. Apply the Plastic material to the inner Eye and choose the Texture we made for the Diffuse. The two materials we will start with are Plastic for the inner Eye and Glass for the outer Eye. Lastly fix up anything by painting by hand and to finish it up add some brown spots here and there to add some contrast and character. We can then pop out some of our detail we sculpted by masking by cavity then lightly brushing a highlighting color over the middle, try inverting the mask or blurring it and painting darker colors. Then we can paint some highlights by hand, choose another light blue and start brushing the the edges of things and you can add some lines fading out from the center. Then the same way we sculpted the fibers we are going to add fibrous color variation. Onto the Iris painting, first we lay down a dark blue then lightly we add a lighter blue to the center to get a gradient. Here is an affiliate link for Photoshop CC if you want to check it out for yourself. I got the Photography bundle and pay 10$ a month which is worth it to me since I use Photoshop A LOT. I use Photoshop CC at home because its always up to date and relatively inexpensive. I painted the colors and patterns in Zbrush using polypaint and did some balancing with Photoshop as well as create a mask to make Color Variations. PSD is included in the download. Unhide the rest and Ctrl click the ball, blurring your selection so we can get a nice soft concaved Iris (press W and position action line from the side and translate it inward) Ctrl Clicking the Canvas masks all visible. Then by Ctrl+Shift Clicking the Iris we hide the rest. Now lets make a polygroup for the whole eye then one just of the Iris to make our selecting easier. First invert the mesh so its inside out, then you’ll use panel loops to extrude it and bevel the edge (check settings below) By inverting it first it extrude inward instead of outward, giving us depth and keeping the size and shape we had. Next we will use some tricky shit to give it thickness. Next you can use the ClipCurve brush to clip the eye from the side to flatten out the iris quickly. You can hide/unhide until you get the size you want. With our first sphere we will make the Inner eye model. That will consist of making the pupil hole, defining the iris shape, and giving the model thickness.įirst hide the polygons you want to delete to make the pupil hole.
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