Structure a NURBS Eye Part 2
Ameen | Apr 26, 2011 | Comments 0
6. Shift the cornea surface back to the correct location. Erase unwanted curves and name the surfaces suitably. Group the surfaces mutually. At this point, you must form the eye to fit an exacting head. If the eye is intended for a stylized or cartoonish temperament, you can go away the iris extra-large. If the eye is future for an additional sensible character, scale and figure the surfaces. You can do this by either transforming vertices or applying a lattice deformer to the entire eye group and manipulating the lattice points (from the Animation menu set, decide Deform ➔ Create Lattice with the group chosen).
7. Allocate the cornea surface to a Blinn material with 100 percent white Transparency, a low Eccentricity worth, a high Specular Roll Off worth, and a high Specular Color value. Assign the eyeball surface to a Blinn with a suitable eyeball color bitmap mapped to Color. An eyeball bitmap is included as eyewhite.jpg in the Chapter 2 textures folder on the CD.
Mapping the Iris
The trickiest fraction of modeling a NURBS eye is the mapping of the iris. The easiest explanation requires the request of a bitmap to the Color quality through a planar protuberance. You can follow these divide steps:
1. Allocate the iris surface to a new Blinn material. Open the Blinn’s Attribute Editor tab. Click the Map button for the Color attribute. In the Create Render Node window, check
As Projection in the 2D Textures segment and click the File button.
2. While the outcrop usefulness remains weighed down in the quality Editor, click the Fit To BBox button. This snaps the projection icon to the iris surface bounding box.
Click the arrow alongside the picture attribute to switch to the new file node’s Attribute Editor tab. Browse for an appropriate iris bitmap. An iris bitmap is included as iris.jpg in the Chapter 2 textures folder on the CD. Render a examination. If you decide iris.jpg, interactively scale up the projection icon until the iris fits the surface. Examination on Shading > Smooth Shade All and Shading > Hardware Texturing in a workplace view makes this job easier.
3. Choose the protuberance icon and parent it to one of the eye surfaces, such as the eyeball. This guarantees that the projection won’t be left behind when the eye is animated. You can also change the projected texture into a enduring bitmap by using the change To File Texture tool — in the Hypershade, decide Edit > Convert To File Texture (Maya Software). An ended version of the eye illustrated in this segment is included as eye_final.mb in the Chapter 2 scene folder on the CD.
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