Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
"It's all in the Eyes" - creating realistic eyes
Added on: Mon Sep 17 2001
Page: 1 2 4 5 

So far our example as been a polygon object. The same thing can be accomplished just fine in b-spline patch surfaces and nurbs. Lets look out a regular b-spline patch version of the eye made in 3dsmax (not a nurbs version).

As you can see the same thing is easily accomplished. Its just a different surface type. I prefer this surface type because it is very resolution independent. The polygon version is a meshsmooth object so i can acheive higher detail levels with the polygon one. The patch one allows me to tesselate down to a very small amount of polys, thus increasing viewport speed when animating interactivly.


Above you can see that i've turned down the patch surface tesselation parameters to 5. this allows realtime interactivity while retaining the ability the eyeballs perfectly smooth with a higher tesselation value. So if i was doing film res stuff... i could easily turn up the step setting so that my eyes dont have any poly facets in them.

The Good and Bad of patch eye ball surfaces

GOOD:
  • Resolution independent

  • Fast interactivity


  • BAD:
  • Doesnt work well with FFD's unless you have a lot of patch crossections. Mesh objects have no problem with FFD lattices

  • Max has mapping issues with patches in r3 that prevent propper mapping of patches. The only way to get around this is to meshselect above the patch modifier and then map it as a polygon. This works fine as a work around but its not a desired work flow.


  • Now that we've examined the geometry. We must look further into what makes the eye more real such as lighting. The key to lighting the eye properly is partially in the structure but shaders are just as important.




     
    1997-2017 3DLuVrTM (Three Dee Lover)
    Best viewed in 1024x768 or higher,
    using any modern CSS compliant browser.