O Step 15: Too large?

iris too small or too large? Solution: read the and apply them to your model. There's also a problem of plac:ement in tn example The iris is too low. Solution: study reference^ As you c^see, the upper lid should cut off or hide more of the ins than the lower no.

o step 16: Too dark?

Iris edge too dark? Remember it's a cast shadow, and as such it may be wider and thinner, and even disappear at certain angles of light Solution: don't make it 100% black, which means that no matter how bright the light, it will always be too dark. The iris edge is also too sharp—another common problem. Make sure your test renderings have the same kind of softness that your references have. In this particular image, there's also a problem with the eyeball model—it's a plain single sphere with no modifications. The cornea is missing. Other common mistakes include making the eyelid's edge too thin, too rounded or not evenly the same thickness all around.

98 ESSENCE The Face

Eye of the beholder

Simulating human eyes

Q Step 17: Getting better

Only a few years ago. the eyes used to be much harder to dn R„t HDRI, sub-surface scattering, caustics, and much betterreferenrp IT web they're much less scary-almost fun The modeW he approach it with measurements and reference. The hardest oart k T" and troubleshooting the test renders. This comes with Pvn admg don't get impatient and lose heart-once you v^ fee d PP ^^ S° use it as the basis for almost any other cha ac e? s ey s V°U 030

ESSENCE The Face 99

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