Eyeball!


#1

Eyeball!

Using Taron’s DollEyes.


#2

Wegg is looking at us!!

Gorgeous, I just love Taron’s doll eye shader!


#3

No, You ball! …wait, that doesn’t make any sense. Looks good Wegg, I’ve been tinkering with that shader myself. Very usefull!


#4

Is that just a sphere? Or is the iris/pupil/lens modeled?


#5

Its just the sphere you can make right in Messiah.


#6

I kind of wanted to do some more cartoon like eyes. Like this. . .

Only. . . When I change the shape of the eye. . . I get this. . .

Not really what I had in mind. Oh well. Still really cool. :slight_smile:


#7

Must be some way of controlling the eye shape independently from the eyeball…
a node hooked to a stretch control or something…


#8

There is SOME control. But as soon as the eye starts looking around. . . it gets lost. I’d have to animate the eye’s heading with bones and the pitch with the target null.


#9

bizzare.

/switches to dream mode…

It’d be cool if the node had a button “create proxy”.
so you add the node, open it and click add proxy.
Then a wire disc appears on the eye representing the form and position of the eye, so you could then control the form by using a “move to”, “align”, etc. (this part is probably undoable)

It would also help when animating as it would visualize the characters eye direction in openGL.


#10

That’s looking sweet! Too bad about the iris not deforming with the eyeball and why does the refraction look swirly?


#11

Thats Tarons magic. I don’t quite now how to control that. Anything you feed into the color of the DollEyes shader acts kind of like a bump/displacement/color kind of thing. I kinda dig it. Kinda. :slight_smile:


#12

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