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.