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Eyeball Texture Progression

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

 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.

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.

A low poly Iris is added behind the transparent portion of the eyeball.

A low poly Iris is added behind the transparent portion of the eyeball.

Iris is smoothed out and assigned a base brown color.

Iris is smoothed out and assigned a base brown color.

a flat shaded black cap is added to the back of the iris.

a flat shaded black cap is added to the back of the iris.

A three point lighting rig is setup to ensure proper specularity on all sides.

A three point lighting rig is setup to ensure proper specularity on all sides.

Photo reference texture is added to the iris.

Photo reference texture is added to the iris.

Photo reference of an eyeball with veins added as a texture to the opaque area  of the outer eyeball.

Photo reference of an eyeball with veins added as a texture to the opaque area of the outer eyeball.

a normal map is created for the veins on the eyeball. This is a little too much, but shows the normal map in action.

a normal map is created for the veins on the eyeball. This is a little too much, but shows the normal map in action.

Our bloodshot brown Eyeball ready to sit in the head of our model.

Our bloodshot brown Eyeball ready to sit in the head of our model.