- The eyes are a real focal point on a portrait. There's a lot going on with them. Various folds and creases, and it all needs to conform to the shape of an eyeball. It'll be much easier to sculpt the eyelids with an eyeball already in place. So in this video, I'll show you how to make that happen. So let's add a new sphere by going to SubTool, Append, and get the Sphere 3D. Now you can see that it was added to the SubTool list, but we can't see it. So let's make this sphere the active subtool, and let's make the other subtool transparent.
Now there's a button to do that down here, but because of the resolution that I'm using, I can't actually see it. It's below Polyframe. So let's go up to Transform and actually do it through here. Click on Trans or Transparent. Okay, so you can see that we've got a sphere inside the head. Let's get it in the right place and make it the right size, too. So let's go ahead and zoom in here. Wanna get Scale Tool and just drag out a manipulator and scale that in until it's about the right size.
Now there's a little bit of guess work involved because it's hard to tell exactly how big an eyeball should be, but something about this size looks good to me. Let's go into the Move mode and grab this center circle and just move it into place. Let's see how this looks from the side view. Okay, I'm gonna make a new manipulator and kind of move this forward a little bit. You might wanna turn on the grid or the floor. Let me turn off perspective so it lines up nicely. Let's see if we can position this eyeball a little bit better.
So it looks like on the reference the ball needs to come about up to here. Let's see in the front view. Let's try to get it centered with the pupil. Okay, right about there looks good. Okay, let's go back to Draw mode. Let's actually hide the head for right now. We can turn off the floor. Let's just zoom in on this and hit F to focus in on it. Let's hit shift F to go into Wire frame. Now, one thing about this Sphere 3D that comes with ZBrush is that all of these vertices at the pole are actually not welded together.
So we need to go into Geometry, Modify Topology and Weld Points. Now the vertices at the end of the sphere are all joined into one. Now, let's make a depression for the iris. I'm gonna zoom in even closer. Let's get a smaller brush size, and I wanna mask off some of these rings. So I wanna mask off the first six rings of polygons here.
Just holding down control and masking around. So let's see: one, two, three, four, five, six actually I need to mask a little bit more. Okay, looking good. So let's zoom out a little bit and invert that selection. So hold down control and click in an open area. Now we need to make this a concave surface. So let's go to Move, and I'm gonna rotate around to the side view and hold down shift to lock it. Let's get this manipulator moved straight out.
Gonna hold down shift to make sure that comes straight out, and then let's grab this outer circle in the middle here, and let's move that manipulator so that it's aligned with the border of the masked area. Now what I can do to shrink that in or to make that inverted, is with the move manipulator I can hold down shift and click and drag on this inner circle of the outer end. What it actually does is it scales in one direction. So you can see actually I didn't fully mask everything off, so I'm gonna hit control Z to undo that.
Let's go back to draw. I'm gonna come in here and actually what we can do is go to Masking and Sharpen Mask. So what that does is it takes anything that's masked less than 50% and just makes it zero masking, and anything that's more than 50% makes it full masking. So we can clean up anything that's just slightly masked or slightly unmasked. Okay, back to the side view. Let's get that move tool out and try that one more time. Holding down shift and clicking and dragging on that.
Okay, looks good. Okay, we're getting closer to being done with this. Hold down control, shift and A so that you clear the mask, and let's go in and do the pupil now. So what I wanna do is mask off maybe three rings of polygons here and do the sharpen mask trick one more time. Let's invert that mask holding control and clicking in an open area. Now same thing, let's go to the Move Tool, and let's just move it back this time. I'm just gonna scoot that back and hold down shift so it goes straight back.
You couldn't really see the manipulator as it happened, so let's see if that worked. Okay, looking good. Control shift A to clear the mask. Let's also turn off Polyframe. All right, looking good. Now there's something that you might not have known, but human eyes don't look straight forward. They're actually rotated out by about four degrees. So let's look at this from the top view. Gonna hold down shift so it snaps, and let's go to the Rotate Tool. I'm gonna click and drag from the center here, and just rotate this out a little bit.
All right, great. Let's go back to draw. Now we need to make the second eye. Let's go back up to subtool, make the head visible, and let's zoom out a little bit. Now to make another eye, we can just go to ZPlugin, Subtool Master and Mirror. So here we get an option. We can merge these into one subtool, or we can have two separate subtools, an eye for each one. I like to have them merged into one. We can mirror it across different axes.
I wanna go left to right so x-axis. Click OK. All right, finally, let's turn off transparency. So you can either click the button that's down here below polyframe, or you can go to transform and turn off transparency here. All right, there's some eyeballs. Now I know it's pretty creepy because we don't have eyelids around them, but now that we've got the eyeballs in we can have a surface to sculpt those eyelids onto.
- Working with a photo reference
- Blocking out the proportions
- Blocking out the ears
- Aligning the model with the photos
- Shaping the eyelids, nose, and mouth
- Making teeth
- Sculpting and styling hair