ZBrushCentral

Creating physically accurate Eyeball in ZB. Help.

Generally, in any 3D software I’d construct eyeball out of 3 parts - an eyeball itself (big sphere with smoothed hole in the center), a pupil (small scaled on perpendicaular axis sphere) and a cornea (a bit bigger sphere than the first one organically covering both the eyeball and the pupil). Playing with various parameters of hdri reflection and random noisiness of specularity this method would give me desired living “wet” look and being put in the eye socket would give physically accurate light scattering in the pupil, shadows etc. While in zBrush, the only method I am aware of is modeling a sphere based on a ToyPlastic material, and assigning a flat texture on it. So I was wondering is it the only way of creating eye and I have to achieve desired effect only by tweaking shader\material parameters OR I Can actually construct an eyeball consisting of 3 parts? Are there any guides on creating physically accurate eyeball in ZB? Thanks in advance!

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Because of how ZBrush handles transparency and refraction, you don’t see too many eyes made the way you’re talking about. However, this post has some really good tutorials, including one by Ken Brilliant for a two part eye. That should give you a place to get started. :slight_smile:

Aurick, thanx for useful links!