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Eyes didn't work out too bad this time

Posted: Tue Dec 31, 2013 6:35 am
by xxdanbrowne
I haven't let it run for more than 300 cycles in PMC but this time around after much pain it's starting to look like the eyes actually look (to me) like eyes instead of just zbrush spotlighted photos...

Image

Re: Eyes didn't work out too bad this time

Posted: Thu Jan 02, 2014 9:24 pm
by RealityFox
Looks good render wise, the eyes do feel life like so congrats on that! If you're having issue with getting eyes looking good there is a method where you can model an anatomy correct eye (for the most part) and rendering it like that.

Re: Eyes didn't work out too bad this time

Posted: Thu Jan 02, 2014 10:13 pm
by Tugpsx
You may need to adjust the surfaces for the eye. Here is a quick go.
V6 Eyes
V6 Eyes

Re: Eyes didn't work out too bad this time

Posted: Fri Jan 03, 2014 6:07 pm
by xxdanbrowne
Thanks for the comments and crits guys.

@Tugs: I love the specular and glossiness on your version of the eyes. Would you mind posting a screenshot of your node setup and values to take a peek?

What I did in mine was add a second eye sphere and scale it to 1.01X and then put on the cornea material. Obviously mine is not anywhere as realistic as those of others. Still much to figure out.

Re: Eyes didn't work out too bad this time

Posted: Fri Jan 03, 2014 11:26 pm
by Tugpsx
Here we are the settings and a longer cook in OC1.24
V6 Eye test 3
V6 Eye test 3
Eye Reflection
Eye Reflection
Cornea
Cornea
Iris
Iris
Lacrimal
Lacrimal
Pupil
Pupil
Sclera
Sclera

Re: Eyes didn't work out too bad this time

Posted: Sat Jan 04, 2014 12:01 am
by xxdanbrowne
Awesome. You rock dude!

Re: Eyes didn't work out too bad this time

Posted: Fri Apr 04, 2014 2:37 am
by xxdanbrowne
Getting closer but still missing something.

Image

Re: Eyes didn't work out too bad this time

Posted: Fri Apr 04, 2014 8:12 am
by kayze
subdivide the mesh 1-2 times and render it with a hdri map of some sort, and you will see a great difference, right now it's missing proper reflections.

Re: Eyes didn't work out too bad this time

Posted: Fri Apr 04, 2014 3:53 pm
by xxdanbrowne
kayze wrote:subdivide the mesh 1-2 times and render it with a hdri map of some sort, and you will see a great difference, right now it's missing proper reflections.
Cool. Thanks for the tip.

It's funny the large number of little things you have to pick up along the way that make a big difference. It never would have occured to me to increase the polycount.

And lighting: yup that's something I've only realized in the last month has a massive effect on things. Though it's probably obvious to the experts...

Re: Eyes didn't work out too bad this time

Posted: Sat Dec 06, 2014 4:07 am
by Veneris
This is very confusing for me. Could someone tell me what I need to modify exactly in the plugin DS?