tutorial MAY 23, 2001 • page 1, 2, 3, 4, 5, 6, 7, Complete, Home

The Eyes Have It
[Page 6 of 7]

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.

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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.

tutorials 2001

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