Skull, 2019 – a project dedicated to practicing organic sculpting, to be used in various other projects. Sculpted from scratch and retopologized in Zbrush, unwrapped, detail map transferred, and rendered in Maya. Additional textures created in Substance Painter.
Eye, 2019 – a projected dedicated to creating an eye to be used with any number of other characters.
The first step in this project was creating the eye geometry in Maya. I chose to create four independent meshes: the cornea, eyeball (sclera), iris, and lens. I then UV unwrapped each of them to prioritize the forward half of the eye.
Next I painted textures for each mesh, using Substance Painter for the color, and Zbrush to add fine detail that was baked into normal maps.
My last step before setting up materials in Maya was to create a simple blendshape rig for the iris so it could expand and contract believably.
Finally, I set up materials for each mesh. The eyeball and iris each have a normal map for fine detail and a scattered diffuse texture for color, while the outer cornea layer has a normal map and a roughness map (to reflect light differently on the surface of the sclera and the surface of the iris / pupil). A simple animation showing the materials and blendshapes in action can be found at the beginning of this post.