question about modeling an eye in a face


#1

i’ve been working thru various tuts to get used to wings and modelling in general, and i’m stuck…

i’m not sure how to make the spherical eyeball in a head model.

http://www.secondreality.ch/tutorials/modelling/head.html

that’s the tutorial i’ve been working thru and i’m at the point where he adds the round eyes, and he doesn’t mention how he does it. i know he’s not using wings, but i was wondering if anyone can point me in the direction of where to learn/how to achieve that.

as always, thanks for the help,
Skippy


#2

Here’s a really good eye modelling tutorial, it’s maya - but principles are the same:
http://www.antropus.com/english/tutoolho2.htm

There’s also a great texturing tutorial on the same site.


#3

thanks for the link to the eye tutorial. it is a great one, and i used it to model an eye, but that wasn’t exactly what i was looking for.

my problem is i’m not sure how to extrude a spherical surface from an irregularly shaped flat plane. or another solution that i also don’t know how to do is graft/weld a sperical surface (or a piece of an eye model i already have) into that irregularly shaped flat surface.

welding and i haven’t been getting along, as i haven’t been able to successfully “put on” or weld two objects together yet.

Skip


#4

Vert | Deform -> Inflate (RMB option) will allow you to choose a centre and define the radius of what will (then) become a portion of a spherical curved surface - when you drag to 100%

(More info on the inflate page at aardvarks, btw)

What problems are you having with PutOn / Weld?

pp


#5

The eye is usually a separate object - you don’t extrude it from the head. You model it sparately and then position it in the eye socket.


#6

i’m just thinking now, puzzledpaul, that inflate (which i tried…) won’t work if i have mirror on? that’s probably why my vector of inflation was all wacky?

as far as ‘put on’ and ‘weld’…

if i understand how it works, i need to have the same number of V’s on the sides i want to weld or put on, as well as having them be flat surfaces? does that also mean they need to be aligned in space (it would make sense, although the ‘put on’ tutorial i remember on aardvark has two planes in differing axis…)?

when i try to duplicate the tutorial on aardvark, nothing happens. i select the two faces, that have the same number of V’s, (i’ve even tried with identical objects (the cube primative), click ‘put on’ and viola, nada.

it’s fairly obvious i’m doing something wrong, but since i don’t have more than…i think 5 days experience now…self-analysis is somewhat…limited…in its scope.

i’ve gotta say, though, i really appreciate the help and advice you’ve been sharing. thanks a lot.

emtilt, i’ve seen that mentioned a few times, but since i don’t know how to join objects together, i can’t do it that way. i have already modelled a nice and simple eyeball. but i can’t use it since, again, there’s my whole weld/join/combine problem.

Skippy
-trying to steadily climb the learning curve, and loving every step.


#7

here’s where i’m at with the head so far…

it’s got 210 poly’s so far.

i’m begining to understand the whole quads, tris, and ngons methodology, and i have been trying to limit the tris and ngons. i’ve got a few though.

anyways, feel free to comment.


#8

<< won’t work if i have mirror on >>

Although it will, for the time being, I’d suggest messing around / experimenting in non-VM mode

<< same number of V’s on the sides i want to weld >>

Yes, for both weld (and bridge), equal vert / edge counts are essential for the ops to work. (Weld is just a fancy form of bridge, for dealing with situations where the 2 faces are touching (or very close) and the verts (on these 2 faces) are also very close to (or touching) their corresponding ‘opposite number’

Opening up the little option box in weld will let you adjust the distance tolerance. Making this bigger than the default 0.001 will often weld objects that are ‘slightly’ mis-aligned.

In the case of Bridge, you should have few problems if the basics are observed.
Same vert/edge count
Faces not facing the same way
No intermediate edges on the faces.

Unlike weld, faces to be bridged can be anything but flat.

<< click ‘put on’ and viola, nada. >>

Try this
Create sphere and cylinder, move them apart a bit and scale | uniform the cyl 50%
Select top cyl end face
LMB on PutOn
RMB on any face on the sphere (using RMB here not only selects the destination face on the sphere, but also executes the op – you can LMB then RMB – if you prefer)

Using the RMB PutOn option places a copy of the cylinder onto any (of several) faces on the sphere that you select.

PutOn will work, even if faces aren’t flat

Make sure you’re taking full advantage of the info line contents.

hth

Pp

Re the separate eyeball, btw – you don’t have to join it to anything – just move it to the required position.


#9

well i’ll be jimmy snuka’ed…

as usual, puzzledpaul comes thru with the good pointers.

i honestly have no clue what i was doing wrong, because as soon as i tried what you suggested, bink i had a sphere with a rather large nose stuck to it starin at me. :stuck_out_tongue:

thanks again,

and until next time…

Skip


#10

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