Eyes on the Solar System. Eyes on the Solar System lets you travel to the planets, their moons, asteroids, comets and the spacecraft exploring them from to Eyes on Exoplanets. United States Government Sponsorship acknowledged. Any commercial use must be negotiated with the Office of Technology Transfer at the California Institute of Technology.
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Its transparent anyway so its ok that it doesn't cast a shadow. If you don't do this the cornea will black out the iris and you wont see the inner eye at all. If you are using ray tracing i suppose you don't have to worry. Modeling the eye is only a part of creating the illusion of depth. Lighting is the final touch. One must always have at least 1 specular highlight in the eyes. You can usually do this in most rendering software by defining a light source that only effects the eyeballs and further more this light source should only cast specular light.
In other words this light will only effect the specularity of the eyeballs. In 3D-Studio Max you can easily do this by creating a light source and toggling the diffuse check box off, in the light source parameters.
Animating the eye is fairly simple. If your in 3D-Studio Max i suggest using the tape measure helper to animate the eye. A very good friend of mine and animation partner, Boris Ustaev came up with this. Its actually a lot better than using the Look at controller in Max.
If you're a Maya user, just go ahead and aim constraint the eyes to a null. I suggest constraining each eyeball to its own null, and then constrain those 2 nulls to one.
That way you have the ability to animate each eye separately if you need to. If you'd like to dilate the pupils you can setup a linked xform in Max.
This linked xform would be assigned to the vertecies around the inner edge of the iris. You will need to assign the vertecies around the outer part of the pupil as well to a linked xform.
And then create a dummy in the middle of the pupil, and use that dummy to control both linked xform modifiers. Note: The eyeballs used on the character in the images are a different version of the eye but it uses a similar concept. The brown eye used in this example is a more detailed version. And its shaders are more refined. The following are all example images done by me. Click on them to see a bigger version. Eyes Creating a character is one thing but creating a character in 3d that has depth is another.
Geometry The eye is modeled in 4 parts. They are: The actual circular structure of the eye white Pupil Cornea Iris Each of these 4 parts are modeled individually. The Pupil is a simple flat black 2d circle that sits in the iris. Its main purpose is to catch a sharp highlight So far our example as been a polygon object. For variety, Bond and Bouquet are dragged behind a powerboat as shark bait, and then Bond scales the fortress mountain. A fortress guard spots Bond dangling from a rope thousands of feet in the air.
What does he do? Does he just cut the rope? No, sir, the guard descends part way to tantalize Bond by letting him drop a little at a time. The rest is predictable. In a movie of respectable craftsmanship and moderate pleasures, there's one obvious disappointment. The relationship between Roger Moore and Carole Bouquet is never worked out in an interesting way. Since the days when he was played by Sean Connery, agent has always had a dry, quiet, humorous way with women.
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