Crafting the eyes
Video: Crafting the eyesOkay, 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.
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Get a thorough overview of techniques for creating characters for video games or real-time rendered applications. Author Chris Reilly covers low-poly modeling, texturing and animation, using 3D model and texture assets created in Maya and Adobe Photoshop. The course also includes an overview of Unity 3, including importing characters and making interactive animations with the Script Editor.
- Optimizing, extruding, and sculpting geometry
- Modeling a character's head and body
- UV-mapping the head and body
- Mirroring and texturing
- Setting up the skeleton
- Rigging the head and body
- Skin binding & weight painting
- Controlling animation with scripts in Unity
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.
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