[DESCRIPTION]
- High-detail rigged 3D model of a human eyeball.
- This model was modeled in Maya. The iris was manually sculpted in Zbrush, and displacement maps were baked for high-quality
photo-realistic renders. The textures were manually painted in Substance 3D Painter.
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[FEATURES]
- Render-ready Maya scene with basic lighting (HDR used in preview renders not included), full rig with controls, and customizable Arnold shader network.
- Low polygon mesh in OBJ and FBX.
- Rendered in Arnold.
- UV unwrapped with no overlapping UVs.
- The rig includes a basic aim control and an iris control with custom attributes that can be used to customize the iris' RGB value, brightness, saturation, displacement intensity, and pupil dilation.
- The eye was constructed by replicating the human eye's structure as accurately as possible, allowing features such as realistic cornea diffraction and caustics, red-eye effect, and the bright line of scattered light at the edge of the iris in the shade when the light hits at an angle.
- The model mimics the two structures of the iris - the stroma and the underlying fibers - by using two separate pieces of geometry with opacity maps that simulate how lighter iris shades work by allowing the underlying fibers to be seen, unobstructed by the melanin of darker iris shades.
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[ATTENTION!]
- This model relies on Maya and Arnold to work properly and with all its features. It is possible that you could use the texture maps in other 3D packages and render engines and get similar results; however, the customizable iris system depends on Maya's native shader nodes to work, and certain visual features might not be replicable in other renderers.
- To get the Maya scene working correctly with all the materials, create a new Maya project with its default folder structure and place the "Textures" Folder into the Sourceimages folder.
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[TEXTURES]
- 4 separate iris stroma/retina materials, 1 iris fibers material, and 1 sclera/cornea material.
- Iris stroma / retina materials composed of BaseColor, Roughness, SubsufaceRadius, Normal, Displacement, Opacity
- Iris fibers material is made of BaseColor, Normal, Displacement
- Sclera/Cornea material is made of BaseColor, Roughness, SubsufaceRadius, Normal, Transmission
- All iris textures in 2k, Sclera/Cornea textures in 4k and displacement map in 8k resolution
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[SUPPORT]
- Please contact me with any questions or suggestions you might have
Native | Maya 2019.3 | Arnold MtoA 5.1.1 FBX OBJ