Eyeball Texture Progression

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A Blinn material is used on the mesh with the specularity matched to resemble an eyeball. A black and white ramp shader is placed in the transparency slot defining the transparent and opaque portions of the material.
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A low poly Iris is added behind the transparent portion of the eyeball.
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Iris is smoothed out and assigned a base brown color.
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a flat shaded black cap is added to the back of the iris.
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A three point lighting rig is setup to ensure proper specularity on all sides.
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Photo reference texture is added to the iris.
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Photo reference of an eyeball with veins added as a texture to the opaque area of the outer eyeball.
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a normal map is created for the veins on the eyeball. This is a little too much, but shows the normal map in action.
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Our bloodshot brown Eyeball ready to sit in the head of our model.

A series of renders that captures the progression of an eyeball being set up for use in a character.