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Crafting the eyes

From: Game Character Creation in Maya

Video: Crafting the eyes

Okay, so we've done some work and we've got the nose and the mouth fleshed out in the face here. So let's take a crack at the eye. Right now this is still a pretty spherical shape, so I want to go ahead and form an eye socket first. Let me switch to the front view here. So what I want to do to form the eye socket is grab these four faces that kind of sit right over the eyeball in the reference image. So I am just going to switch to Face component mode. I am holding down my right mouse button here. I am just going to Shift+ Select these four faces.

Crafting the eyes

Okay, so we've done some work and we've got the nose and the mouth fleshed out in the face here. So let's take a crack at the eye. Right now this is still a pretty spherical shape, so I want to go ahead and form an eye socket first. Let me switch to the front view here. So what I want to do to form the eye socket is grab these four faces that kind of sit right over the eyeball in the reference image. So I am just going to switch to Face component mode. I am holding down my right mouse button here. I am just going to Shift+ Select these four faces.

I want to make sure under Edit Mesh that Keep Faces Together is selected and I'll just go ahead and extrude these four faces, and I want to scale these down a little bit. So I am just going to click the scale handle here and scale it uniformly down. That looks pretty good. I'll switch back to the Perspective view to see how it looks. Not bad. And I will also push the extrusion back just a little bit towards the center of the head. So you can see what that's going to do is start to form kind of the bridge of the nose and part of the eyelid shape here.

Eventually, we'll end up deleting these interfaces and that's going to form the open eye socket. Okay, I'll do one more extrude and if I switch to the kind of back of the head here. It's a little bit easier to see what's happening. So this time I want to extrude these back up and push them back just a little bit farther towards the back of the head. Like I said, we can just delete these and now we have an open eye socket and we'll fill that in with an eyeball.

This shape here is going to kind of flesh out the eyelid shape. So I'll switch back to my front view and give Doug an eyeball. So for that I can just use the polygon sphere. So I will go to Create > Polygon Primitives > Sphere and just click-and-drag. Now it can be a little misleading when you're looking at the reference image, because the eyeball in that reference image is fairly small compared to what I just drew here, but you've got to realize though that the eyeball itself is going to extend back into the head and the visible part is kind of only a small fraction of the actual eyeball itself.

So make sure that you draw it big enough so that it's going to be able to rotate around inside the eye socket. Just like when we do the sphere for the face originally we probably have too much geometry here in this eyeball. So I'm going to knock that down a little bit. So with the eyeball selected I am just going to click on this polySphere2 INPUT and change those Axis and Height Subdivisions to-- I think both should be good at 10. That will give us enough to work with. From there it's just a matter of positioning based on the reference image, and then we'll want to do a little bit of adjustment to some of these vertices that are forming sort of the eyelid shape.

So you can see here there is a big gap in-between the eyelid and the actual eyeball itself. So to help me out as I'm doing adjustments to these vertices, I am going to turn on the Smooth Mesh preview. So I will just go ahead and select both the face and the eye and I can use the hotkeys. I am going to push 3 and that's going to turn on the Smooth Mesh preview. So this is going to just show me visually what the mesh will look like when I smooth it. I can change it back to the original just by hitting 1. This is going to help me do some adjustments to these vertices to kind of fill in these gaps between the eyelid and the eyeball.

So I'll click back to the Normal view and I'll just grab a couple these vertices here and just start moving these around. The goal here is to get a nice contour of the eyelid that's going to match up with the eyeball. So you shouldn't have these kind of intersections here or gaps here. It's going to take a little bit of time. Just keep using Smooth preview and you'll get a pretty good indication of how you're doing.

So spend a little time adjusting the eyelid and I'll go ahead and jump ahead to the end result. You can see here if we turn on Smooth Mesh preview that the eye is lining up nicely with the contour of the eyelid. So you can really spend as much time as you want, adding more and more detail to the face. One additional step that I took was to add one extra edge loop on the lips here and that's just going to help to define a little more sharply the edge of lip.

So that's a pretty good start with the face and the eye. In the next videos we'll look at doing the rest of the body.

Show transcript

This video is part of

Image for Game Character Creation in Maya
Game Character Creation in Maya

40 video lessons · 8839 viewers

Chris Reilly
Author

 
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  1. 3m 50s
    1. Welcome
      39s
    2. What you need to know before watching this course
      1m 9s
    3. Understanding game asset creation
      1m 21s
    4. Using the exercise files
      41s
  2. 25m 35s
    1. Setting up scene folders (Maya and Unity)
      3m 58s
    2. Optimizing geometry
      3m 14s
    3. Using symmetry
      4m 8s
    4. Extruding geometry
      4m 19s
    5. Sculpting geometry
      4m 1s
    6. Importing reference sketches
      5m 55s
  3. 37m 14s
    1. Modeling the head and nose
      5m 34s
    2. Creating the mouth
      4m 28s
    3. Crafting the eyes
      5m 11s
    4. Building the body and a wing
      10m 11s
    5. Forming the limbs
      8m 5s
    6. Adding finishing touches
      3m 45s
  4. 36m 11s
    1. UV mapping overview
      2m 43s
    2. UV mapping the body parts
      9m 18s
    3. UV mapping the face
      7m 40s
    4. UV mapping wrap-up
      3m 44s
    5. Mirroring
      4m 57s
    6. Texturing
      2m 46s
    7. Normal mapping
      5m 3s
  5. 46m 21s
    1. Setting up the skeleton
      5m 19s
    2. Building the spine
      3m 39s
    3. Finishing the skeleton
      4m 32s
    4. Rigging the legs and feet
      8m 35s
    5. Rigging the torso
      3m 49s
    6. Rigging the arms and hands
      3m 35s
    7. Rigging the face and head
      5m 9s
    8. Rigging wrap-up
      2m 27s
    9. Skin binding and weight painting
      5m 26s
    10. Animating in Maya
      3m 50s
  6. 29m 9s
    1. Exploring the Unity interface
      3m 3s
    2. Importing character and animations into Unity
      5m 50s
    3. Controlling animations with scripts: Third-person character controller
      7m 14s
    4. Controlling animations with scripts: Third-person camera controller
      4m 4s
    5. Making read/write animations using UnityScript Editor
      4m 8s
    6. Controlling scripts with animation events
      4m 50s
  7. 19s
    1. Additional resources
      19s

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