3d Modeler

 Texturing the Eye
 Eye Material Iris
 Copy your nodes to the left of your principal shader on your eye texture and paste them into the iris material

 Changer your color ramp that has your eye color and change it around to get the color of the iris

 Now adjust your other Color ramps to mimic the look of the iris, many adjustments, you will have to shut off your linear light because it distorts the noise and you need to adjust the noise textures scale, change the color ramp and Mapping nodes scale and detail. switch linear light to overlay.

 duplicate from blank to blank to make a new iris pattern

 mix color set to overlay to combined the top two color ramps sets

 duplicate  


 Eye Meniscus
 Mode it around the eye
 Add subsurface modifer
 Use vertex groups to have inner part shrink-wrap modifer to the eye and the outer part snap to the head mesh
 Duplicate it over to the other eye
 Best to shut off the shrink-wrap modifer when moving it make sure for the eye that you change it to the other eye for the copy you are moving to the other eye.
 Add material….
 Select Meniscus add vertex color remove SSS depth
 Select inside and outside vertices
 Go to object mode
 Then vertex paint
 Click vertex masking at the top left of the 3D viewport
 Click the draw brush
 Make the color black and change mode to mix
 And hit shift k
 To add a gradations to the meniscus
 Need to make a vertex mask
 Go back to this not working quite right….

 duplicate the head mesh

 rename eye meniscus

 get rid of the multi-res

 go to shape keys. click down arrow and choose New shape from Mix. 

 which will make a new shape key then delete all other shape keys

 then delete the one you made as the last shape key

 go into edit mode and select the polygons around the inner eye lid. 

 hit F to fill

 hit I to make edge inside filled area

 select the two vertices that over lap in the corner of the eye

 hit scale -1 to flip them

 then we need to snap the vertices to the eye
 once it is positioned add a subdivision surface
 and then a shrink wrap modifer selecting the eye
 on problem is we need the meniscus outer points to shrinkwrap to the head mesh and not the eye.
 For this we will need vetex groups
 Select the inner most vertices and make new vertex group name it Shrink_eyeball and assign
 Select the outer most vertices make new Vertex group name it shrink_eyelid and assign
 On the center roll of vertices select them and add them to both vertex groups as 0.5
 Go back to modifer to the shrinkwrap and choose and since the target is the eye in vertex group field in the shrinkwrap modifier choose shrink_eyeball.
 Duplicate the shrinkwrap modifer and change the target to the head and the vertex group to the shrink-eyelid
 To copy it to the opposite eye select it use cursor as the pivot point then hit s x –1 Not working…. To be continued….


9. Hair
 Eyelashes
 To be continued….

10. Lighting & Presentation

Type your paragraph here.

Type your para To speed up the process and paint through the model uncheck occlude and backface culling
 Paint through the model find skin tones on line
 After you get most of it painted check occlude and backface culling then clean up the paint through areas
 Refine the painting adding red on the ears and lips
 WORKING LIGHT SETUP
 You can get the madcap images and use them as a HDRI image in the world material
 C:\Program Files\Blender Foundation\Blender 3.6\3.6\datafiles\studiolights\world\
 Scale it down to real world scale. This should be something like 9.1”
 Apply scale
 So lets render a light gray base color
 Go to slot 2 and add .02 subsurface and render again
 Use a mix color node to stairstep the textures into your principle BSDF shader using soft light and a value of 0.04

graph here.