View Full Version : How do I model eyelashes?
07-13-2006, 08:50 AM
Can anyone offer any suggestions on how I should go about putting eyelashes on my polygon character? This is the first time I have put eyelashes on a character and I don't know how to approach it. Should I model each lash or is there another way? Also, if anyone knows of some good tutorials that I can reference to would be great. I've been searching the net for a while and only came up with one decent tutorial. Thanks
07-13-2006, 09:11 AM
I suppose it depends on what type of lashes you are looking for, and the style of the character. For furry lashes I would probably use hair particles. For sleek, and beautiful lashes I would model them, however it would probably be best if you model it lower poly.
07-13-2006, 10:53 AM
07-13-2006, 10:56 AM
The style of my character is a female and I'm going more towards the comic book action look.
That way it is semi-cartoon/realistic. Will modeling it low poly present any difficulties in the rigging? Just curious.
07-13-2006, 12:01 PM
Stu Aitken had a pretty good eyelash tutorial in Inside Lightwave 7 by Dan Ablan. He did it by making one eyelash, cloning it into a clump, then cloning and positioning the clumps along the eyelids. As long as you make the lashes part of the relevant eyelid weightmap, there shouldn't be any problem with rigging as they'll be affected by the eyelid bones (depends on how you rig I guess).
07-13-2006, 07:51 PM
You don't really even have to connect the eyelashes to the eyelid, although I am sure it would be cleaner, I imagine it constricting the positioning of the lashes.
I went ahead and model some lashes for this occassion.
The modeled ones do look good imo from a good distance.
They also look good up close.
Here is a wire of the lashes, notice that the lashes are four sided, in fact it would probably be even better if you did the lashes three sided.
Make sure you rotate each lash around at all three angles to the contour of the eyelid, or else it will look odd. Also notice how some lashes are smaller than others, and some have a higher/lower angle; notice aswell the some lashes are closer to each other than the rest. Basically keep it random, but dont defy the contour of the eyelid.
A close up wire shot of a single lash. I have the lashes subdivided, if you make the lashes a seperate object, then you should be able to change the level of subdivision in order to increase detail for closeups, and increase render times for farout shots. Although I usually prefer to keep models the same object as much as possible, or else it will tend to become cluttered.
Here you can see the geometry, notice how I did not join the four vertices at the tip of the lash, it makes the lashes stronger, I suppose though if you join them at the end, the lashes will look skimpy, and more feathered on the end.
Also, one problem with my lashes is that I modeled them in a hurry without a lid, I recommend that you model the first lash to be duplicated while it is on the eyelid in order to achieve the right shape.
07-15-2006, 08:42 AM
Great explination. :)
07-15-2006, 01:06 PM
Great explanation Haker. I'd second not connecting them to the eyelids, you'd have to increase the density of the mesh too much for it to be worthwhile, particularly when it's not needed unless they're in serious closeup. Here's a few shots of a head model animation I did years ago (it's mostly a bit rubbish, but I was pleased with the eyelashes). Individual clumps were modelled, then cloned, scaled and rotated along the eyelid, following Stu Aitken's tutorial. The individual lashes are modelled in a very similar way to Haker's, but the use of cloned clumps gives them a nice pseudo-random mascara look.
They use the same weightmap as the lids, so they distort without problem when the lids are closed, and even at this zoom the fact that they are not connected doesn't matter.
07-15-2006, 01:06 PM
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