Joining 2 Objects with Automerge


#1

Hi, I am creating an eye but I cannot figure out how to connect the two shapes in #1 so they look like #2. I tried to use “Automerge Editing” but i cannot get it to snap to the object. Is there another way to join these two shapes or can someone please explain how to do this properly. Thanks.

pg


#2

are the meshes different objects or are they part of the same object?


#3

It looks like it is the same object. Is automerge on? And if yes, perhaps you should raise the limit for it to work like you want.


#4

you could just use remove doubles, which basically does the same as automerge but it’s accessible throught the “w” key. Just change the tolerance until they become one mesh. To verify just click on any part of the mesh and press “l” to select linked.


#5

This is how i do it

Hope that helps :slight_smile:


#6

Thanks fktt. They are all one object but I may separate them to add textures. :slight_smile:

Thanks toontje. Yes I found the limit setting in the Tool panel. Thanks.

Thanks comeinandburn. Thanks I tried this too and it works well. :slight_smile:

metalliandy thanks for the awesome step by step. It really helped to clarify it. :slight_smile:

Texturing the Eye
Now I’m on to texturing the eye. I have been following Pablos tutorial over at Venom Labs. He is great but there’s just too many settings that you can’t keep up to it. At least I can’t. So I am looking for another way to texture the eye. Any suggestions?

pg


#7

does the eye need to be what you’d call’ hyper-realistic’ or more a pixary eye?

there are a few links to different tutorials found here:
http://wiki.blender.org/index.php/Doc:Tutorials/Resources/External_links#Eyes


#8

No problems mate, im glad it helped!


#9

Ok, I’ve started to unwrap the eye. In Pablos video he only unwrapped the “Iris” the same part I have selected in orange. What he did was bring the image into the UV editor and sized it right on the eye. I couldn’t figure out how he did this so I just unwrapped the iris part.

I selected only the quads of the iris, then unwrapped them. I then resized/scaled up the UV in the UV Image editor window and saved the UV map. I thought this would work fine but I was wrong.

Most important Question!
What is the “Correct” way to unwrap only a few polys, like the ones I have selected. Did I do this wrong. Could someone please explain the best way to unwrap the eye so I can map the “Iris” to it properly?

http://img291.imageshack.us/img291/6734/eyeunwrap.jpg

Problem #2
In the Texture settings I selected UV. Now I don’t understand why I am getting these little eyes everywhere. I’ve read that if you create a UV map you need to select “UV” as your mapping coordinates. So I don’t know why I am getting these results?

http://img251.imageshack.us/img251/3595/eyemappingprob.jpg

Problem #3
I the Texture settings I then tried to use “Generated” and “Flat” as my mapping type. (I still think I should be using UV as my mapping type) I then noticed the map was way too big and was larger then the original area I UV’ed. Could this be a result of me scaling up the UV’s in the UV Image Editor Window. I’ve also read you can scale up the UV’s in the UV Editor and it shouldn’t change the way the UV’s map to the Mesh? If this is the case then why is the image so large?

http://img708.imageshack.us/img708/1710/eyemapgenerated.jpg

Thanks

pg


#10

It seems you’re unwrapping properly, but don’t realize that the ‘non-iris’ faces are being included in the UV map. If you select all faces in the 3D view - after having already unwrapped the iris - you will see that the rest of the faces are present in the UV/Image Editor. They’re simply overlapping each other and the entire texture map as they were not selected to be calculated as the iris was.

There are multiple ways to get the results you want. You can use multiple UV sets, multiple materials for the various parts, or move the non-iris faces’ UVs into a white part of the map. You could also add more white space (possibly with some veins) to the map and unwrap all faces together.

I would use the last method personally, using Unwrap set to Conformal; or Project From View, from the front (this will put an iris on the back of the mesh too, but no one would see it, unless this eye is out of it’s socket).

Hope that helps!


#11

Thanks Yecire, I think I agree. It will be a lot less complex if I unwrap the whole eye (iris & sclera (the white part). I hope this is what you meant. :slight_smile: I will give it a try and post my results.

pg


#12

OK, here’s my final eye image. I used “Project from View” as the mapping tye because I couldn’t find “Confromal” anywhere in Blender 2.5 so if someone knows if it exists please let me know.

Any critiques are welcome because I know it could be better. How does the color and realism hold up? Does it look real or should I change something?

I think the Iris and Pupil may be a bit too large for the eye but this is the way it was modeled in the tutorial I followed. What do you think? I want the proportions to be correct.

pg


#13

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