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The Eyes
The eyes were mapped using a single map for the iris. The interesting
part of this part of the character is the way the specularity had to be
handled. I was trying to achieve a specific look, and using an
anisotropic shader provided me the kind of specular sheen I was in
search of. The problem with this was that the specularity spread all
over the eyeball, causing it to look really glowy and weird. I used a
specularity map to keep the shininess only in the iris — that was the
end of the weird glowing eyeballs.
To learn more about character modeling and other topics of interest to animators, check out Inspired 3D Modeling and Texture Mapping by Tom Capizzi; series edited by Kyle Clark and Michael Ford: Premier Press, 2002. 266 pages with illustrations. ISBN 1-931841-49-7. ($59.99)
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