hi again… here is the concept of how the cables move… in the cross section
you can see the catipiller motor system
they move up and down the cable to contract and retact the iris …
i still think i prefer the original iris?
hi again… here is the concept of how the cables move… in the cross section
you can see the catipiller motor system
they move up and down the cable to contract and retact the iris …
i still think i prefer the original iris?
Great modelling but are you going to be able to see this much detail in the final render? I suppose if your doing a portrait syle close up.
Anyway I dont meant to criticise, I’m sure you know what your doing. Your really going to town on the details which is very impressive and I cant wait to see more of the character in this level of detail.
I love the detail you are modelling my hat is off to you,but as ionized has said maybe you don’t need the inner workings of the cables as they won’t be visible,but maybe you are doing that just to show how the eye parts will move?
Anyway if you think you need all that detail then go for it after all god is in the detail.
jud
Hi Ionized & Jud
yeah… i made the cable cross section model just to show how the iris works. The final model wont have the inner workings …although it would be great to be able to keep it 
Ionized your up at microforte. hows things going there?
any projects?
cheers guys
ParadiseFlyBird
:applause:
i’m a fan of your modeling skills.
I hope it will be possible to have
a team CG together.
After this contest, of course! :bowdown:
The final model wont have the inner workings …although it would be great to be able to keep it
Perhaps using transparents polymers,
used in mems building, you could show mechanism… mhhh ? what do you think ?
Oh hey, I didn’t notice you were from oz! Good to see some australian talent in this comp!! Cos as everyone knows, we are the best… hehe… oi oi oi!!
I’m actually not at Micro Forte anymore. I probably shouldn’t say too much since MF havn’t made any “official” statement, but the team that was working on Citizen Zero had to be let go. Its a damn shame, cos it was going pretty well for a while. I dunno, that game has had the worst run of luck :shrug:
Anyway, I’m working at Perception now on the Stargate liscence. Pretty cool stuff =) So hows Atari? You working on that Transformers game?
Harnelbe… yeah!!! i was thinking the same thing…
If i do that the polycounts going to go thru the roof hahaha
i might do a quick test next week.
![]()
i just can’t wait to see your model man… if its anything like your
concepts… your gonna be Rockin :bounce: …
sure thing man. iVe always wanted to work on a collaborative
model or scene… PM me … well throw some ideas around…
Ionized… yeah i know its the worst luck you guys had up there.
It’s good to hear your at Perception… yeah stargate rocks man
i will keep my eye open for it … oi oi oi
yeah Trannies is almost done … on the shelves in may
i really liked working on this title… i think some of my best
Low poly work ever is in this game…
cheers guys
The modeling is really incredible.
Which ever eye you choose you should make sure that there is some technical way to sense light. You may want to consider pulling small nodes rinning down the surface of the wires to gather light like the cells in a real eye. I would also be neet to intergrate some of the different aspects of the eye. Check out some of the scientific studies of how the eye works and maybe you can play with different ideas like a small group of large sensors for color and then a large group of small basic black and white sensors. You could also add a small blind spot were the wires of the eye go back to the optical sensors in the brain.
Really cool stuff.
Matt
fbcota… No worrys…
thanks for the ideas… ive been looking for eye reference i found this site it has some reference but not much technical stuff in there…
http://www.photovault.com/Link/Health/Anatomy/EyesOptical/HAEVolume01.html
do you know of any cool eye ref sites?
i will play around with these thoughts … cheers ![]()
DAAAAAAAAMMNNN!!! You have the meanest modelling skills!!! As many of the other people inhere, I’m worried that you might not see as much detail on the final render… But by looking at how fast you can change something, I guess you’ll have plenty of time to go into details!!!
Looking very much forward to upcomming changes!!!
Keep it up, mate!!!
Hey there Keith,
I appreciated the feedback on my thread. I thought I would do you the same courteousy! I seriously enjoyed looking at the evolution of detail that went into one iris.
It looks like you take on a slightly different approach to modeling than I do. Personally I model like I sketch with charcoal, meaning I rough out the form of my model in basic shapes, and slowly work my way into the model, putting in details as the time calls for them. The model detail always looks balanced because I make sure everything IS in fact equal in detail before I move on.
Keith, it looks like this is going to be a fantastic model in it’s completed form. All the more reason to warn you ahead of time and ENSURE it’s success, risking my repeating of something you probably already know: Don’t concentrate in one given area for too long. Make sure everything else cathches up to that fantastic iris you made. Too many times have I seen people get excited about a part they made, and almost automatically forget about the rest of the model. Good detail on one small part of a bland model = bad model.
I have a strong feeling you already knew that. So far, this was my only word of advice I have to offer at the moment. I certainly want to keep track of your progress. Just the thought of the potential you’ve shown in merely the eyeball of your character gives me the willies! Take care, Keith. I’ll check your work out again soon. Thank’s for writing on my entry.
-James
Hi James… I really appreciate your thoughts…
Your right about roughing out the model first and then going back and refining the elements… In my job this is the structure i work to… Not doing any high poly modelling for almost 3 years now…
i decided to enter this challenge … more so to challenge myself
and meet other artists like myself … and in the last two week ive seen some really excellent work… by old and young artists…
anyways… My plan was to rough out my whole model first.
but as soon as i started to play around with the eye i got ahead
of myself and next thing i had whats on my thread .hehehe…
james thanks for bringing me back down to earth man…
PS… your model is lookin sweet…
Hi,
nice concept and a lot of details so far, the model should look great!
I wonder how it will look from a more distant point of view too, and I’m curious on how you will implement everything together.
Nice work, good luck! ![]()
lemog and impus. thanks for the comments guys
Fluffouille… cheers for the comments
quote… im curious on how will implement everything together.
im not to sure at the moment myself … this is a long challenge
im sure over time something will pop into my head
nice tight work ya got going here … don’t understand how we’re gonna see the cable but all in time i guess
fab work … fun to watch ![]()
thanks for comment pigwater… im still thinking which eye i want to use in my character… but i leaning to wards the second eye…
im thinking on making the cabling transparent so you can see the underlining detail… but if this work out to be over 500,000 poly im gona have to go with opaque cables…
500,000 !

You didn’t used Lofts or something else?
I would be a pity if those cable became opaque 
I want them transparent 
edit
The number of poly will depend in the
close-up or not of your eye.
If you consider to modeling only the head
that is justified.
But if in made final the object is not very visible, I think that it is to better concentrate on other details.
hehehe… hey harnelbe… yeah what the heck i only need 1 render dont i … i will model them and make a layer group then hide them till render time … cheers