The
Eyes Have It
Modeling
the human eye in Amorphium Pro
by
David Nagel
Executive
Producer
dnagel@digitalmedianet.com
This
will be our first foray into character modeling in Amorphium Pro
from Electric
Image. We're going to take it in small pieces. I want to give
you a thorough understanding of how the tools in Amorphium work
so that, when it comes time for doing something like the face,
it will be more a matter of technique than remedial work.
We'll start
off with the eye (the eyeball, lens and iris, as seen on the right).
The method I use here is by no means the only one (or even the
best), but it is a good way to familiarize yourself with the workings
of the program. (Incidentally, if you have alternative solutions
or would like to submit your own Amorphium tutorials, let
me know.)
You can find
tutorials on modeling eyes all over the Internet. However, I have
yet to see one for Amorphium Pro, which is, after all, the only
3D suite really targeted toward designers. So let's take a look
at the method I used to create the eye you see here. I should
mention that many of these techniques came to me by way of my
colleague, Stephen Schleicher, who heads up Video
Systems online.
What
this tutorial entails
This tutorial will cover the eye itself (not the eyelids or lashes
of other junk surrounding the eye). In it, I'm going to do a little
bit of work in Photoshop, though by all means you can accomplish
everything from within Amorphium Pro, if you so choose.
Our eye is
going to have five elements, along with one texture map created
in Photoshop. The order in which I present this seemed to work
well for me; you might have a more efficient method.
For this tutorial,
we'll be using a broad range of tools in Amorphium. These will
include functions in the Composer, such as Scale, Move, Link to
Parent and others, as well as many in the Material, Mapper, Tools
and FX workspaces. With several of these steps, you can click
on an image to view a short QuickTime demonstration.
The
texture map in Photoshop
We're going to create one texture map and one map derived from
the texture map that will serve as a bump map and specularity
map for the iris. If you're not familiar with maps, they're used
to create textures in your modelbasically the visible surface
(and surface properties) of the individual objects that make up
your model. The texture map is the actual color of the texture,
and the bump map is a grayscale version of our texture that will
tell Amorphium which parts of the texture should have depth. Our
bump map will also serve as a specularity map, which determines,
logically enough, the specularity of our object. (Specularity
is related to reflectivity; our specularity map will determine
which areas of our object will take on more or less reflection.)
For
our iris, we'll be creating the texture in Photoshop. (You can
use any image editor you prefer, or you can avoid texture maps
entirely by painting directly within Amorphium Pro's Paint workspace.)
You can also download any number of textures from the Internet
that will satisfy your needs here. You could even use a photograph.
I like to do everything myself. If I didn't, I guess I could just
skip 3D modeling altogether and go out and get a video camera.
Besides, who wants to take credit for other people's work?
Now, my texture
is going to be 512 x 512 pixels. This will give me all the room
I need to create a detailed image. (Actually, you don't need it
to be anywhere near this large, unless you're planning to do some
serious closeups of the eye you create.) I'm going to make my
iris brown, with a few lighter and darker variations. Here's how
I did it in the example you see above.
1. Begin by
drawing a circle with the Elliptical Marquee tool in Photoshop.
2. Fill in
the circular marquee area with brown (or whatever color you want
to be dominant).
3. Add in
some rings of varying color, from gold to black and maybe even
a hint of green.
4. Run a filter
to add in some texture. You can use really anything, from Craquelure
to Mosaic to Texturizer. I used one of the plugins from Panopticum's
Plugin Galaxy. It doesn't really matter. You won't see much of
it in the end.
5. Fill in
a black circle in the center and a black or dark brown ring at
the edge of the circular marquee.
6. Run a Radial
Blur, using Zoom (not Spin) at 100 percent. You should also use
the "Best Quality" setting.
7. Clean up
anything that got too distorted, such as the ring on the edge.
8. Add noise
using the Noise filter (or even Dust & Scratches). Don't add
a lot, just enough to bring in some specks and break up the evenness
somewhat.
9. Again,
do a little cleanup in the black areas.
10. Save this
file as a TIFF as "iris1.tif" in the Textures directory
of Amorphium Pro. Don't close the file yet.
10. While
we have iris1.tif open, we're going to go ahead and make a nice
specular and bump map as well. So select Image > Adjust >
Desaturate. Then choose Image > Adjust > Auto Levels.
11. Save this
second file as a TIFF as "irisbump1.tif" in your Textures
directory. This will serve as both our bump map and our specular
map.

The iris
specularity/bump map created in Photoshop
All done with
that. Time to move into Amorphium Pro.
The
eyeball
The first thing I want to build is the eyeball. This will actually
comprise three sphere meshes. Why three? Well, the eye is kind
of funny in that it has the white part and also a clearish layer
of goo on top of that. In addition, I like to add a little bit
of blue to the whites of my eyes because, well, the whites of
many eyes are actually a bit blue (significantly blue in babies).
So let's get started.
1. Create
a sphere in the center of your Composer window using the Sphere
Mesh tool. Make it big but manageable, and leave enough room in
your Composer window for some scaling. (You can shrink it down
to match your face later).

The Mesh Sphere creation tool in the Composer
workspace. You can drag out palettes from the
main toolbar in the Composer.
2. Duplicate
your sphere twice. (It will help you to name each sphere in your
timeline. I call my spheres "Outer," "Inner"
and "Innerinner" for reasons that will become apparent
momentarily.) You can duplicate an object by Control clicking
on it and then selecting "Duplicate" from the contextual
menu that pops up. (You can also just right click, if you have
a multi-button mouse in either Macintosh or Windows.) Don't use
the command for copying (Command-C), as it will close your project.
Click
Image To Watch!

The Duplicate command appears in an object's
contextual window, which can be accessed
by right clicking the object). Click to see
this in action (1.1 MB QuickTime).
3. In the
timeline, deselect anything that's selected, and then select the
object called "Inner." Using the Scale tool, drag on
your Composer window until "Inner" becomes slightly
larger than the other two spheres.

Use the
timeline to select and deselect objects that are
hidden from your view in the Composer window.
4. Now, in
the timeline, deselect "Inner," and select "Outer."
Using the Scale tool, drag in your window until this becomes the
largest sphere. Not too tough, right? Now your largest sphere
is "Outer;" your middle sphere is "Inner;"
and your smallest sphere is "Innerinner."

The Scale tool in the Composer workspace
Now we're
going to do a few tweaks to each one of these spheres to get them
to produce the desired effect. Namely, we're going to add just
a little bit of shape to them, and then we're going to go in and
change their material properties.
The 'Innerinner'
object
1. First we're going to work on the "Innerinner" object.
This is the object that will add the blue to the whites of our
eye. If you don't want any blue there, you can skip ahead to Step
8.
1a. Go into
the FX mode by clicking the FX item in your menu bar. To make
things easy, you probably ought to by in quad-view (four windows).
You can activate this by selecting "Quad View" from
your Windows item down in the bottom left menu bar. Make sure
you are working in the "Front" view window for the
following steps and that you have selected the proper object
("Innerinner") to work with. You can select the proper
object using the Choose menu at the bottom of your screen.
1b. Now
select the Flatten effect from the palette of options.
Click
Image To Watch!

The Flatten
effect can be used to create the flat area of the eyeball.
Click image to watch (156 KB QuickTime).
1c. Drag
your cursor across your Front view until you have a flattened
area roughly 1/3 the diameter of the object itself.
2. Switch
over to the Paint mode by clicking the Paint item in your top
menu bar. Select a very light blue, and then apply it to "Innerinner"
with the bucket tool.

The Paint
Bucket tool in the Paint workspace
3. Now switch
to the Material mode by clicking the Material item in your top
menu bar. I used the following settings: Diffuse Color, Paint
(100 percent); Specular Color, White (100 percent); and Bump,
Clouds (50 percent). Everything else should be zeroed out.

That's it
for the "Innerinner" object. Now we'll move on to the
"Inner" object.
The 'Inner'
object
The "Inner" object is the white of your eye and the
one to which we will be applying the veins texture map.
1 . As with
the "Innerinner" object, we're first going to do a little
shape changing. So switch over to FX mode, select the Flatten
effect and create a depression whose diameter is about 1/3 the
total diameter of the visible area of the "Inner" object,
just as you did with the "Innerinner" object..
2. Switch
to the Material mode.
2a. For
Diffuse color and Specular Color, choose White, and leave the
setting at 100 percent. (If you'd like to add veins to your
eyeball, this would be the place to do it, choosing a veins
texture map for the Diffuse Color, and a veins bump map for
Specular and Bump.)

2b. Set
your Specular Roughness to something like 10.
2c. Set
your Transparency to 10 percent. A higher number creates more
transparency; a lower number will make the object more opaque.
This setting will determine how much of the blue "Innerinner"
object you'll be able to see in the final render.
2d. Keep
your refraction low, not exceeding 1.090. I have mine set at
1.090, which might even be a bit too high, since the actual
white of the eye doesn't do much refracting.
2e. Set
your Reflectivity below 30. (I have mine at 10.)
All done with
the "Inner" object. Time to move on to the "Outer."
The 'Outer'
object
The "Outer" object is the clear goo on the outside of
your eye, including the lens of the eye. Unlike the previous two
objects, this one will not be tweaked in the FX workspace. Rather,
we're going to use our Tools mode to pull out a rounded bulge
on the front of our eye to represent the lens.
1. Go into
Tool mode and choose "Outer" from the Choose menu at
the bottom of your screen. You're going to use the Brush tool,
but we're going to have to set both the radius and the direction
of the brush. In the Brush palette, make sure the direction arrow
is pointing left. Set the Radius to something like a third the
diameter of the object.

With the
Direction arrow pointing
left, the Brush tool pulls out
on your geometry rather
than pushing in.
2. Slowly
apply the tool until you have a small protrusion. It would be
best to use a pressure tablet, but you can also just turn down
the default pressure in the Brush palette.
3. Change
your direction arrow back to right-facing and use the Smooth tool
(the one that looks like a sponge) to get rid of any rough edges.
Click
Image To Watch!

Using
the brush and smooth tools to shape the lens of the eye.
Click image to watch (596 KB QuickTime).
3. Now we'll
go into Material mode.
3a. Set
the Diffuse and Specular colors to White (100 percent).
3b. Set
the Specular Roughness to a fairly low number, such as 10. This
will determine the size of the light reflection, which, at 10,
gives you a pretty decent representation of the window reflection
effect.
3c. Set
the Ambient Color to something like 30. This will give you a
little self-illumination.
3d. The
Transparency should be high, but not 100 percent. I set mine
at 90.
3e. Refraction
should also be high, but not so much that your iris will become
unduly distorted. I've used 1.510.
3f. Finally,
give this object a lot of reflection. I've used 83. You can
go higher, but you might not like the effect once you place
your eye into a face.

Return to
the Composer workspace. Note that your "Outer" object
is not invisible. You'll have to do a test render to see how it
looks. However, owing to refraction, you will likely be unable
to see any distinction between the Outer eye and the Inner eye.
If you'd like to see how it looks without the "Outer"
object, just ghost the "Outer" object in your timeline
and render it out. (Remember to unghost it when you're done.)
If you don't know how to ghost an object, look in your timeline.
On the left of each object you'll see three dots. The gray dot
on the right is the button for ghosting and unghosting objects.
(The middle one is for hiding objects in order to make working
in the Composer more convenient. Objects that are hidden but not
ghosted will still appear in your renders.)

There's one
final step before we move on. We're going to attach (parent) the
"Inner" and "Innerinner" objects to the "Outer"
object in a hierarchy. This will help us to keep them together
when we want to rotate, move or scale the eye. To do this, go
to your Composer mode and select "Innerinner" in the
timeline. Click on the little Link to Parent button, and then
click on the "Outer" object. Now do the same with the
"Inner" object, making sure you attach it to the "Outer"
object and not the other way around. The reason for this is that
in the Composer window, the only visible object will be "Outer."
So it will just be easier to use that as the parent than anything
else.
Click
Image To Watch!

The hierarchy of your objects is shown in the timeline
window. Here, "Outer" is the parent of "Inner"
and
"Innerinner," as indicated by the triangular icon.
Click image to watch (144 KB QuickTime).
Iris
and pupil
We're doing the iris and pupil as separate objects. Actually,
we'll have a hole in the iris that will be the actual pupil. The
object that we'll be referring to as a pupil will actually just
be a black disk to cover up the whiteness of the eye underneath.
The object that we'll be calling "Pupil" is incredibly
simple to create. But we'll do the iris first.
The iris
To create the iris, we're going to use a mesh torus (the donut
shape). Just make it any size you want. We can scale it later.
In the timeline, name it "Iris," then follow these steps.

1. First we're
going to increase the resolution of our mesh torus. If you don't
do this, you're going to have some flat edges that will show up
in your final render. So just click on the tool that's called
MeshMan Quad. Then click on your mesh torus. This will double
your polygon count for that object only. (Incidentally, you can
also do this to portions of an object by using the mask tool,
as discussed in a previous
tutorial.) Important: After you've used this tool,
select another tool so that you don't accidentally use it again.
Increasing polygons can cause a significant slowdown in performance.

2. Go into
the FX mode by selecting FX from your menu bar. Select the effect
called Normal Displace. Apply it to your "Iris" until
it's big and fat, and there's just a little hole in the middle.
Click
Image To Watch!

Our mesh torus with normals displaced.
Click image to watch (244 KB QuickTime).
3. Now, if
your Top view shows a circle, then apply the next step to the
Top view window. Otherwise, just apply it to whichever view shows
the circle.
3a. Select
the Flatten effect and apply it to the Top view, moving your
cursor all the way to the right as you click on it.
3b. Now
do the same to the bottom view. You should now have a fairly
flat disk with a hole in the middle.
Click
Image To Watch!

Our
mesh torus flattened. Click image to watch (280 KB QuickTime).
4. Now head
over into the Material mode. For Diffuse Color use the texture
you created in Photoshop (the one we called "iris1.tif").
Leave it at 100 percent.
5. For Specular
Color, Specular Roughness and Bump, select the desaturated texture
you created called "irisbump1.tif. Leave all of these at
100 percent as well. Leave everything else at default values.

6. Now, you
might have noticed that the texture doesn't look exactly right.
So go into the mode called Mapper by clicking the Mapper button
in the top menu bar. Then select the tool called "Apply Planar,"
and click on your object. You might also need to use the Scale
and Drag tools to fit it just right.
The pupil
The pupil will be a very simple process. Create a mesh sphere
about half the diameter of the "Iris." Then follow these
instructions:
1. Go into
FX mode and flatten the sphere, just as we did above.
2. Go into
the Material mode and set the Diffuse Color to Black. Leave everything
else at default values. That's it.
Putting
it all together
So now we have an eyeball that's pretty much together.
Parenting
All
we have to do is attach the "Iris" and "Pupil."
Using tools in the composer, rotate the "Iris" and "Pupil"
so that they'll be flat against the indentation we made in the
"Inner" object. (To make this process easier, you should
temporarily hide the "Outer" object by clicking its
Hide button in the timeline.) You'll also want to scale the "Iris"
to fit flush against the edges of the indentation of the "Inner"
object. Make sure that no part of the "Iris" intersects
the "Inner" object, as it will be quite obvious in the
final render.
But before
you move the "Iris" onto the "Inner" object,
you should align the "Pupil" right behind the "Iris"
so that it blocks the hole in the "Iris." Then parent
the two together using the same hierarchy tool we used to put
together the three pieces of the eyeball. (Make sure the "Iris"
is the parent, not the "Pupil.")
Now move the
"Iris" into position. Since it is now the parent of
the "Pupil," the "Pupil" will move along with
it. Once the "Iris" is in place, you should link it
to the "Outer" object. So unhide the "Outer"
object in the timeline and make sure that "Iris" is
the only object selected. Use the hierarchy tool called Link to
Parent (as above) to link the "Iris" to the "Outer"
object.

The hierarchy of all the objects
in the timeline window.
Lighting
Now we'll do a little three-point lighting on our eye so we can
get a decent render out of it. Unless you're doing medial illustrations,
you're never going to use three-point lighting on an eye, but,
what the heck. We're going to use three spotlights: two in the
front, one in the back. Our main light will be offset about 45
degrees to the right and 45 degrees up (as in the image a little
further down). Give it a slight rose color, and leave its intensity
at 100 percent. (You can access brightness and color controls
by right clicking the light in the timeline and selecting Properties.)
Click
Image To Watch!

The Fill Light's color and intensity properties.
Click image to watch it in action (534 KB QuickTime).
Our fill light
will be on the left side, with angles that mirror our main light.
Put a slight blue tint on the light, and set the intensity to
50.
Our back light
will stay white at a 100 intensity. Angle it so that you just
get a slight crescent at the top of your eye when looking at the
front view.
Do a test
render. If you don't like the results, you might need to do a
little tweaking. I found the biggest challenge to be in the indentation
of the "Inner" object and how it lines up with the iris.
You might have a similar problem.

The final appearance within the Composer window.
Once you've
worked out any flaws, you're good to go. You can now rotate and
move the object (using the "Outer" object, which is
the ultimate parent) to create animations. Or, if you just want
a still, you can render that too.

Click to see a quick animation
Well, that
wasn't too tricky. In future installments, we'll get into eyelids
and eyelashes. In the meantime, let
me know of any ideas you come up with for creating eyes in
Amorphium. If you have any further questions, visit me in the
Digital
Media Designer or Creative
Mac forums.
Post a comment
or question in the Digital
Media Designer User Forum!
Dave
Nagel is the producer of Creative
Mac and Digital
Media Designer; host of the Creative
Mac, Adobe
InDesign, Adobe
LiveMotion and Synthetik
Studio Artist WWUGs; and executive producer of Creative
Mac, Digital
Media Designer, Digital
Pro Sound, Digital
Webcast, Plug-in
Central, Presentation
Master, ProAudio.net
and Video Systems
sites. All are part of the Digital
Media Net family of online industry hubs.
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