Low Poly Face Part 4

Low Poly Face Part 4


OldMan wire png

Oldman png

1. Create a sphere and rotate it 90 degrees in the x axis. Place it inside the eye socket:
eyes jpg

face eyes jpg2. Isolate the eye(Alt+Q). Add an Unwrap UVW modifier. Go to face selection mode and select the faces as shown:

3. Do a Planar Projection on the eye:
planar eye jpg

move eye to side jpg4. Move the eye UVs to the left side of the UV editor:

5. Position and scale all of the UVs as shown:

6. Right-click the UV Editor and Render UVW Template. Set Width and Height to 1024 and click Render UV Template. Save it as .TIF file and name it Eye Template. You will be taking this into Photoshop to add a custom eye texture.

1. Go to google.com and find a high resolution eye texture. Save it to your computer as you will be using this for your eye texture.

2. Open both the eye template that you rendered out of 3Ds Max and the eye texture that you got from the internet in Photoshop.

3. Go to the eye template, unlock the background layer by right-clicking and Layer from Background.

4. Copy(Ctrl+C) the eye texture onto the eye template. Create another layer and fill it with white color(this will serve as the white part of the eye). You should have three layers as shown:
5. Select the eye template and make it Screen blending mode so you can see the eye texture behind it. Scale(Ctrl+T) your eye texture as needed to fit properly within the uvs:

6. Hide the eye template layer so that when you apply the eye texture in 3Ds Max, you won't see the wireframe. Save your work as a PSD file. You will use this file in 3Ds Max in the next step.

1. Go back to your 3Ds Max file with your old man model. Go to the material editor and use the Arch & Design material for the eye. Plug in the eye texture that you just created in Photoshop into the Diffuse color texture slot. Find a nice picture of an environment(google.com) and plug it into the Reflection color slot. Adding a picture of an environment in the reflection slot will give your eye material a more realistic reflection.

2. Assign the material to the sphere you have created for the eye of your character. Duplicate this sphere for the other eye. Render your scene. Save as JPG and upload your work.