ZBrushCentral

Eye Sockets (Cut out)

Hi,

Please forgive the naivety of this question from a ‘newbie’, but I just wondered why are eye sockets on some models ‘cut out’ of the mesh rather than ‘pushed’ in. Is there a practical advantage, or or is it simply for aesthetic reason? And if there is an advantage how do you do it? And whilst I am on the subject of eyes, Eye’m looking for a good tutorial that demomstrates how to model the flesh around the eyes, and how to achieve the ‘globeliness’ (OK, I just made that word up) of the flesh around the eyes, but can’t seem to find one as most of the ones I’ve seen are for the eye balls themselves.

Thank you in anticipation of your help.

Hey Darrell

I don’t think there are any advantages to either methods. They both work.

There is a tutorial on here somewhere that shows you how to do the eye socket thing…it goes something like:

model head on one layer, marker it, create a new layer, add eye ball, marker it, go back to the original head layer, make head tool active again, model eye socket to fit ball…

Summit like that…:wink:

Good luck

*8

Hi 8Bitboy,

Still can’t find the tutorial you’re talking about (although it sounds exactly what I need), but I think I catch your drift in your synopsis of what it contained. I’ll know better exactly how much I’ve caught when I try doing it later! BTW, as you posted your message I was at some friends in Knighton! I mean how wierd is that!

Incidentally, don’t know if you’re aware of it, but Pixologic isn’t based in Knighton either! This IS a day of great weirdness!

Anyway, whilst you’re reeling over all the weirdness of everything, I’ll go and do the ‘Eye’ thing.

Thank you for the help.

Best wishes,

Darrell