
I use a polygon Torus primitive scaled to form a Disc for the iris mesh and the sclera is just a duplicate of the cornea mesh deflated a little using the Transform Tool under Edit mesh.

I usually model the cornea mesh starting with a Sphere then using the Edge Flow options in Multi-Cut along with soft select to create the dimple. The sclera is the white part of the eye and will use an alpha to transition to the iris, the cornea is the clear part of the eye over the iris and the retina is just a bit of mesh behind the pupil. Modeling the eye in Maya is a simple task but requires a few different components in order to create a realistic result.įor this we will need to make several meshes:
Alfred 4 tutorial how to#
In this tutorial I’m going to go over how to use the iris maps to create a convincing real-time eye in Marmoset Toolbag,using Maya and ZBrush.Īs well as how to use different shaders effects like refraction, caustic and sub surface scattering for the final image. It allows us to push the fidelity in our characters easily and has become indispensable to our workflow. In my role I am always looking for ways to push quality within the team without negatively impacting development time and TexturingXYZ plays an important role in how we do that.

I have been an artist in the games industry for a long time but have worked with characters more specifically for the last eight years.

I’m Alfred Roettinger, currently working as Lead Character Artist at Starbreeze Studios in Stockholm.
