Hey guys, a lot of questions coming back, to move vertices along edges press g twice, to preview nodes on the node editor, look up how to use node wrangler. Thanks for watching
I wish all tutorials were like this. Well done friend! I have a question though and I hope I can get an answer :) I imported/appended this eye to another blender file that already has an HDRI for an object and some other nodes for additional background in World. I applied the HDRI to a single object not affecting anything else in the scene and then I have some other nodes applied to the background and 2nd object. So, both my objects in the scene have their own environment textures basically. However, when I import the eye, it doesn't look like an eye anymore. Just a glossy ball. And of course, I used Glossy Ray in World in order for my 2 objects to have their own environment texture. Any idea how I can make the eye look normal again in that scene?
7:35 !!! When he adds the Gradient Texture node, he adds another node and links them, and doesn't mention it in the video, but it appears that you do this by Shift-Ctl-Clicking the Gradient Texture node.
@@3DBanditTutorials the shortcut didn't appear on the video, I spent quite a bit of time on the Node Wrangler manual to understand what happened there and this comment still was the most helpful.
If you get to the part at around 8:57 where you add a color ramp and it seems that when you drag the color gradients around and white/black dot appears at the back of the eyeball instead of the front, it means you've selected the wrong UV island as the main one (at 6:23 when you pack the island make sure you select the UV island that maps to the front of the eyeball). When I unwrapped the UV map the "eyeball front UV island" was on the right of the UV editor instead of the left, and because I followed the video like a dumb ape instead of thinking for myself I packed the "backside" UV island and then shrunk the front to the bottom right corner (at 6:35) and it took me quite a while to figure out what is going on.
this was my first blender tutorial ever... the first 9 minutes it took me 4hours, then i started the next day at 9 minutes. i could do it from there till the end in one row. yesterday i thought i couldnt make it at all. i was impatient because all that seemed so complicated. But now i finally made it, and i gotta say...NEVER GIVE UP GUYS!!! No matter how complicated it seems!!!
7:35 Make sure you have Note Wrangler enabled from Edit>Preferences>Add-Ons, then when you add the Gradient Texture, you Ctrl+Shift+Click to link it to the Material Output through a Viewer shader node. It's been mentioned in a few other comments, but it helps to see it in a few places for those that get lost. I know I did.
Amazing tutorial! I appreciate this! Also for anyone having problems around 18:00, I have read the comments, and tried all of the solutions and rotations but non of them helped me for some reason. Not sure why my eye is so wonkey. But anyways, I found the easiest way to fix the rotation problem, was to just duplicate the nodes that made up the red, green and blue colors, and then change the red and blue to black, and the green to white. I didnt expect this to work, but it actually worked PERFECT! I hope this is helpful for anyone else having the issue!
If anyone had trouble with doing the third group of nodes for the back of the eye like I did (the colour rotated to underneath the eye when rotated by 90 degrees, not to the back) I changed the X location to 0.5, Z rotation to 90 and Y scale to 0.5.
as a complete beginner, this tutorial took me several hours, I thought I would go nuts :'D BUT I must say, it was extremely easy to follow, so thank you for sharing this information, your video was super useful!
For the weird reflection on from the side, something to try.... go to the material for eye outer, under settings change Blend Mode >> Alpha and Blend Shadow Mode >> None, and finally just above that reduce your Alpha >> mine was at 1 reduced to .3 , this seemed to work for me.
I think they've changed the Voronoi Texture node since this video came out. Seems to have more options and connection points on it than in the video and when I mix the voronoi turns to stained glass. :/ oh well still a super helpful video Edit: The node is different now. You have to connect the distance point from Voronoi to the mix to achieve the same result.
That changes the texture to b/w but still not getting the radial effect! I have set up every node set up the same except for the Voronoi, are you able to help?
Ok! In mapping to get the voronoi to emit from the centre of the eye you must turn the scale Y -1.000. Think that has sorted it!! Your comment about the distance was so helpful!
Great tutorial! However after some scripting I've found the actual "center" coordinates of the UV map is (0.4948, 0.5012), hence the XY location correction should be X=-0.4948, Y=-0.5012. The script I've used: ''' import bpy import bmesh def getUV(): mesh = C.active_object.data bm = bmesh.from_edit_mesh(mesh) uv_layer = bm.loops.layers.uv.verify() for f in bm.faces: for l in f.loops: luv = l[uv_layer] if luv.select: print(luv.uv) ''' Then in UV Editing panel, while selecting the central vertex, run this function, it would print its UV coordinate. Hope this helps in centering your iris!
@@QT5656 I manually adjusted my eye too, and it's roughly x=-0.508, y=-0.502, but I'm operating in 3.0 so I kind of expected there to be minor technicalities like this popping up. It's not just your eye that needed tweaking lol.
Amazing tutorial even tho we are on blender 3.5, this is a great way to learn about texture nodes and the addition of the plane next to the sphere was genius. My advice to other viewers is that when selecting colors on the color ramp for RGB, make sure you are push that slider to the max in each assigned color. Also, make sure the other two colors are at ZERO. If you have any other values, or you are mixing colors, the "separate color" node will get confused and the final colors will look wrong, or washed out. My second advice is that if you applied all transformations (it's a habit for me) to the objects, you have to adapt the values of location and rotation.
Nice Tuto Thanks. In the newer Version the voronoi node changed. For me worked connecting the distance as color and choose smothe f1. Also in the mix rgb dodge was renamed to color dodge.
Very very impressive tutorial Sir. Finally I'm feeling a bit confident about making a procedural eye in blender. Lots of love and respect from West Bengal, India.
I made it to the end, and my eye looks awesome. Yes, different to Rogue's but dope all the same. (mac) Shift+Control+leftClick on node gives you a temporary image of what your different nodes are doing (a line is drawn from the right of the node you clicked, going further right, to the end of the chain. It's only temporary! Add-on "Node Wrangler" is required before). Did this on version 4 and thanks a lot Rogue!!! it is very possible y'all, search comments timestamps on your problem areas, lord knows i had 'em. Worth it for the keyframeability!! Pupil can shrink and expand w/ keyframes and colour areas follow suit. Beau. Peace
Even tho I didn't understand half of the process, it was pretty easy to copy and now I can use it with my sculpted characters to add eyes to them when sculpting the face. Thanks man!
Yo if anyone strugling at 9:50 and your getting your colors inverted the problem is not in the shading mode . its on the uv editing mode , remember the map that you set pack islands ? thats not the one your looking for just scale that one down and put it in the corner and select the other map and set it to pack islands instead , and problem solved.
This worked out rather well, thank you very much for the tutorial! I never thought about how eyes were made for creatures, modeling them is quite a ways off for me. But I was working on a personal project with eeveelutions and needed to make some fox eyes, this worked out really well for me, and at the end I tweaked a few vertices, voila, cat eyes.
i just want to say thank you mate for a wonderful tutorial even thou im using blender 2.82 but i managed to finish the project and its amazing. thank you.
Hey I had to turn the new King Krule record down so I can listen your tutorial but luckily you had me covered with this eerie music. Thx and a great tutorial too!
In case someone had an issue here too, around 16:00 + he shifts the black dot to the back of the eye by adjusting y rotation. For whatever reason mine wasn't that simple so I had to rotate X -180 degrees which took the black dot off the eye, brought it back up rotating z -90, then adjusted the x location to bring it in closer. Someone who knows the program better would know an easier fix but now, mess with the location and rotation of various axis (in increments of 90 degrees) to find your placement.
An addition to the part at 12:00. This tutorial is from quite some years ago, but if anyone is struggling with the iris part or wants to avoid the bending issue of the texture when trying to get the iris stretch, you might want to look into converting the coordinate system from rectangular to polar. Thankfully it's very easy. 1. Take the Texture Coordinate output of your choice, you will need to plug this output into two other nodes. 2. Plug the output into a Vector Math set to Length. 3. Take the same Texture Coordinate output and plug it now into a Separate XYZ node. Take the Y output and plug it into the first socket of a Math Node set to Arctan2 and the X output plugged in the second socket. 4. Plug the output from the Vector Math node from step 2 into the X socket of a Combine XYZ node, plug the output of the Arctan2 Math Node into the Y socket. Now you have your rectangular coordinates converted to polar and you can plug the output of the Combine XYZ into any Vector input of your texture nodes. I also added a Math node set to multiply after my Length Math Node in order to control the stretching. Cheers!
Very helpful. And for getting a quick idea of what the eye will look like in the socket I intended it for, I ran into and solved a slight problem that I hadn't encountered before. Since this eye has a transparent cornea, it did not give good results when clipping into the eyelid. But by putting a boolean modifier on the model for the head, and linking it to the eyeball model, I was able to easily make the inside of the eye socket conform to the eye. IDK if this is a great solution or how it works with this workflow or that, but it worked to get a more proper shot of what the eye is supposed to look like in the socket without any clipping at least.
Hello, I am stuck at the same problem in 2.81 can you please elaborate? I mean inverting color ramp does flip the side to 180 not 90(at the back). thanks
For anyone having issues at around 16:00 with the red at the back of the eye: In the color ramp for the red, put the red on the right side of the slider and the white on the left. This will invert the colors and put the red at the back of the eye instead of the front
at 7:38 he creates a node and it connects to something that doesn't exist on my screen, wtf is it? please help, this tutorial is impossible if I don't know what that is. my texture doesn't change.
Thank you so much! I followed a different tutorial that I didn't realize was for advanced 3d people and when I ran into a roadblock that I couldn't figure out I figured I needed to restart with an easier tutorial. This was easy to follow though I got frustrated with having 15 color ramps and gradients. Such is life.
es fantástico, me llene de emoción al ver lo que hace con los nodos, apenas empiezo con el 3d, y veo a otros usando sudtance painter, pero yo quiero aprende hacer la magia que usted hace, mis respetos
Don't know where I turned the wrong way, but it seems like I cannot color the lense correctly. the color ramp mostly colors the backside of the eyeball. the frontside is colord in a single color solved it: When I unwrapped the UVs the two maps where switched in my case (so the lense was on the right site)
You helped fill in the piece I was missing for the banding in the iris! I knew to use the noise and Voronoi but was missing the radial gradient for alignment.
When I packed islands after unwrapping the UV's my eye was misaligned for some reason, and the rotation was all messed up, updates probably caused it. I had to center it manually, someone experienced this too? Update: I just noticed the eye in the tutorial is also slightly misaligned lol I have eagle vision I suppose PS: Wow, the use of UV maps to actually animate the pupils is genius. Just finished, great tutorial Bandyte! I learned a lot, thanks!
I found a nice trick. If you set your blend type to constant on the color ramp, you'll see exactly where your Halos are without switching back and forth.
please can someone help at 8.45 min when i put the color ramp on and play w color the white part is on the back so when i put the green, red ... all my stuff is in the back and not in the frond of the eye....
Same thing happened to me - for me, all I had to do was, instead of doing the unpack islands stuff at 6:20 on the left... circle? I don't know my terminology - I had to do unpack islands on the right one, and shrink the left one down. I was super frustrated too, - hope this helps.
@@alsabalsa2084 Glad I could help! I was a week away from needing to come back to watch this tutorial, so thanks for replying so I could get a direct link back to it - lol
on minute 12:31 the. color of the color ramp was automatically linked to some other node. Mine did not do that. I tried connecting it to the base color of the material, but it just removed the previous color connection. HELP !!
I'm having trouble with 9:02, the gradient is really blurry and not centered. I did everything like the video so far, what could have gone wrong? It's also shaped like a blurry triangle?? please help! ;; Maybe it's not centered correctly?? But that's strange because everything is being done at the center of the world and everything. :^( Edit: I found out what it was! My nodes were not connected correctly. To make it correct make sure that "UV" in the red square is the only thing that is connected to "vector" in the purple box. I had two nodes and "generated" was also connected to the purple box, so I removed that.
Impressively simple and powerful tutorial. Hope you are considering other related eye tutorials including eyelid sculpting, particle lashes, etc an finally some rig-animation one ;-)
I love how you add speed at doing stuff towards end. It's like easiest part is slowest and then most complex is just speedrun. I had to check comments how to node wrangler works to get viewer show as i didn't see there any info at key pushing info.
idk if anyone else has had this issue but when centering the gradient texture if you measure things in cheeseburger per bald eagle (imperial) at 8:00 use -1.64 instead or swap units back to metric for the tutorial.
8:42 after I put -0.5 my mesh goes black. How can I fix this? this is the second tutorial I've had this issue with EDIT: mine was working after I put it to -0.005. not sure why as everything was default EDIT 2: after messing around with my locations in the mapping I realized that my World units were 0.001. I must've changed it a while ago. I've now set it under 1.0 and everything fixed
Can you describe a bit better how you're setting up the shape key at 27:58? When I have the ring of vertices selected around the pupil it won't let me add a shape key...
Man i'm a total beginner and this was totally mesmerizing tho i don't get a sh*t on what you're doing with those nods lmao, great vid, subscribed for my future
Hey guys, a lot of questions coming back, to move vertices along edges press g twice, to preview nodes on the node editor, look up how to use node wrangler. Thanks for watching
I wish all tutorials were like this. Well done friend! I have a question though and I hope I can get an answer :)
I imported/appended this eye to another blender file that already has an HDRI for an object and some other nodes for additional background in World. I applied the HDRI to a single object not affecting anything else in the scene and then I have some other nodes applied to the background and 2nd object. So, both my objects in the scene have their own environment textures basically.
However, when I import the eye, it doesn't look like an eye anymore. Just a glossy ball. And of course, I used Glossy Ray in World in order for my 2 objects to have their own environment texture. Any idea how I can make the eye look normal again in that scene?
I think my environment textures are affecting it. How could I fix this? I need to make it a way so the environment textures do not affect the eye
Btw, the eye looks fine in Material Preview but in rendered view, it's completely affected by the environment
How to make reflections in the eye ?. According to surrounding environment.
Make a video on 3d animation eyes and reflection in it
Did you ever find a solution and or best practice with this issue? Thank you @@MrTandogant
7:35 !!! When he adds the Gradient Texture node, he adds another node and links them, and doesn't mention it in the video, but it appears that you do this by Shift-Ctl-Clicking the Gradient Texture node.
It's the emission node, and when you have node wrangler on you can use that shortcut
@@3DBanditTutorials the shortcut didn't appear on the video, I spent quite a bit of time on the Node Wrangler manual to understand what happened there and this comment still was the most helpful.
@@digitalboyx3 edit > preference > addons> search for node wrangler and mark it to activate it
Bless you so much bc I was wondering what was going on and I’m getting so frustrated trying to learn this
Thank you! Great video but that part could definitely have been clearer!
This is one of the most Useful tutorials for Blender in months
Agreed!
If you get to the part at around 8:57 where you add a color ramp and it seems that when you drag the color gradients around and white/black dot appears at the back of the eyeball instead of the front, it means you've selected the wrong UV island as the main one (at 6:23 when you pack the island make sure you select the UV island that maps to the front of the eyeball). When I unwrapped the UV map the "eyeball front UV island" was on the right of the UV editor instead of the left, and because I followed the video like a dumb ape instead of thinking for myself I packed the "backside" UV island and then shrunk the front to the bottom right corner (at 6:35) and it took me quite a while to figure out what is going on.
This saved lives.
I was Struggling for the longest time trying to figure it out Thankyou you are a Life saver!
TYYY
EMOTIONAL DAMAGE avaided
wow my brain was going to explode, thanks
this was my first blender tutorial ever... the first 9 minutes it took me 4hours, then i started the next day at 9 minutes. i could do it from there till the end in one row. yesterday i thought i couldnt make it at all. i was impatient because all that seemed so complicated. But now i finally made it, and i gotta say...NEVER GIVE UP GUYS!!! No matter how complicated it seems!!!
7:35 Make sure you have Note Wrangler enabled from Edit>Preferences>Add-Ons, then when you add the Gradient Texture, you Ctrl+Shift+Click to link it to the Material Output through a Viewer shader node.
It's been mentioned in a few other comments, but it helps to see it in a few places for those that get lost.
I know I did.
really, bless you!
47 seconds into the video and the music alone makes me want to subscribe, it makes you so hype to spend the next 24 hours making a 3d model.
Amazing tutorial! I appreciate this! Also for anyone having problems around 18:00, I have read the comments, and tried all of the solutions and rotations but non of them helped me for some reason. Not sure why my eye is so wonkey. But anyways, I found the easiest way to fix the rotation problem, was to just duplicate the nodes that made up the red, green and blue colors, and then change the red and blue to black, and the green to white. I didnt expect this to work, but it actually worked PERFECT! I hope this is helpful for anyone else having the issue!
Almost 4 years ago I baked an eye from here, and years later I'm back and I subscribed, and forgot how the nodes go; So thank you.
If anyone had trouble with doing the third group of nodes for the back of the eye like I did (the colour rotated to underneath the eye when rotated by 90 degrees, not to the back) I changed the X location to 0.5, Z rotation to 90 and Y scale to 0.5.
Thanks :)
Thank you
I love you
Thank you so much for this !
We will see but for me it was 90, 90, 0 plus an invert node.. as long as it works, right? Grateful for all these suggestions!!
16:35 put a invert node between mapping and gradient texture if your rotation doesn't work
Thanks!!!
Thank you, any idea what is was working opposite to the tutorial in the first place? thankyou
as a complete beginner, this tutorial took me several hours, I thought I would go nuts :'D BUT I must say, it was extremely easy to follow, so thank you for sharing this information, your video was super useful!
For the weird reflection on from the side, something to try.... go to the material for eye outer, under settings change Blend Mode >> Alpha and Blend Shadow Mode >> None, and finally just above that reduce your Alpha >> mine was at 1 reduced to .3 , this seemed to work for me.
great fix dude... that was bugging meeee. tried a few things and couldn't get rid of it!
Didn't work for me :'( sadly
Thanks! I couldn't figure out how to fix that.
I think they've changed the Voronoi Texture node since this video came out. Seems to have more options and connection points on it than in the video and when I mix the voronoi turns to stained glass. :/ oh well still a super helpful video
Edit: The node is different now. You have to connect the distance point from Voronoi to the mix to achieve the same result.
That changes the texture to b/w but still not getting the radial effect! I have set up every node set up the same except for the Voronoi, are you able to help?
Ok! In mapping to get the voronoi to emit from the centre of the eye you must turn the scale Y -1.000. Think that has sorted it!! Your comment about the distance was so helpful!
thanks mate!
Thank you!!!!!
I learned that the hard way...
So helpful. Great Tutorial. Thanks!
Great tutorial! However after some scripting I've found the actual "center" coordinates of the UV map is (0.4948, 0.5012), hence the XY location correction should be X=-0.4948, Y=-0.5012.
The script I've used:
'''
import bpy
import bmesh
def getUV():
mesh = C.active_object.data
bm = bmesh.from_edit_mesh(mesh)
uv_layer = bm.loops.layers.uv.verify()
for f in bm.faces:
for l in f.loops:
luv = l[uv_layer]
if luv.select:
print(luv.uv)
'''
Then in UV Editing panel, while selecting the central vertex, run this function, it would print its UV coordinate. Hope this helps in centering your iris!
Interestingly my gradient looked even if I used to coordinates x=-0.508 and y = -0.500. Perhaps my eye is wonky!?
Thanks 😁
This saved me soooo much time, thank you
Extremely useful. Huge thanks to you.
@@QT5656 I manually adjusted my eye too, and it's roughly x=-0.508, y=-0.502, but I'm operating in 3.0 so I kind of expected there to be minor technicalities like this popping up. It's not just your eye that needed tweaking lol.
The best tutorial I have found on this topic. Top!
There's so much to learn from each of your videos! We're really lucky to have you! ^_^
Amazing tutorial even tho we are on blender 3.5, this is a great way to learn about texture nodes and the addition of the plane next to the sphere was genius.
My advice to other viewers is that when selecting colors on the color ramp for RGB, make sure you are push that slider to the max in each assigned color. Also, make sure the other two colors are at ZERO. If you have any other values, or you are mixing colors, the "separate color" node will get confused and the final colors will look wrong, or washed out.
My second advice is that if you applied all transformations (it's a habit for me) to the objects, you have to adapt the values of location and rotation.
This is one of the most helpfull Evee eye tutorial ever seen! You are great! Thank you so much!
I've learned not only making the eye but also the entire nodes
This tutorial is fantastic! From nothing to almost a realistic eye in less than 30 minutes and all simplicity!
Nice Tuto Thanks. In the newer Version the voronoi node changed. For me worked connecting the distance as color and choose smothe f1. Also in the mix rgb dodge was renamed to color dodge.
dude, you saved me
Very very impressive tutorial Sir. Finally I'm feeling a bit confident about making a procedural eye in blender. Lots of love and respect from West Bengal, India.
Love the level of customization and that awesome shape key dilation :D
TutsByKai Hiiiiiiiiii! Huge fan.
HEY! hello Tutsbykai! I lOVE your tutorials sooo much!
Great tutorial! I'm going to give my characters these eyes. Thank you so much!
Great tutorial. Not just for making realistic eyes but also for learning how to use different texture nodes in general.
I made it to the end, and my eye looks awesome. Yes, different to Rogue's but dope all the same. (mac) Shift+Control+leftClick on node gives you a temporary image of what your different nodes are doing (a line is drawn from the right of the node you clicked, going further right, to the end of the chain. It's only temporary! Add-on "Node Wrangler" is required before). Did this on version 4 and thanks a lot Rogue!!! it is very possible y'all, search comments timestamps on your problem areas, lord knows i had 'em. Worth it for the keyframeability!! Pupil can shrink and expand w/ keyframes and colour areas follow suit. Beau. Peace
MY. MIND. IS. BLOWN. this is soooo goooodddd
I think this is the best eye modelling tutorial.
30 mins well spent!
Thank you so much!
Even tho I didn't understand half of the process, it was pretty easy to copy and now I can use it with my sculpted characters to add eyes to them when sculpting the face. Thanks man!
Yo if anyone strugling at 9:50 and your getting your colors inverted the problem is not in the shading mode . its on the uv editing mode , remember the map that you set pack islands ? thats not the one your looking for just scale that one down and put it in the corner and select the other map and set it to pack islands instead , and problem solved.
thank youuu omg !!!
Fookin' beast mate! Thank you!
i cant get it to work :c
yassss thank you thank you!!
YOU ARE A LIFE SAVER THANK YOU
This worked out rather well, thank you very much for the tutorial! I never thought about how eyes were made for creatures, modeling them is quite a ways off for me. But I was working on a personal project with eeveelutions and needed to make some fox eyes, this worked out really well for me, and at the end I tweaked a few vertices, voila, cat eyes.
Great tutorial - this really helps a lot. Last eye tutorial I watched was a bit hard to follow - but this felt really accessible.
i just want to say thank you mate for a wonderful tutorial even thou im using blender 2.82 but i managed to finish the project and its amazing. thank you.
Boi oh boi, this video is absolutely gold.
Hey I had to turn the new King Krule record down so I can listen your tutorial but luckily you had me covered with this eerie music. Thx and a great tutorial too!
Such a good tute. I lost count of all the 'ah-ha' moments :D
Still works in Blender 3.6. Thank you for this tutorial :D
12:29 ??
I don't understand what you connected the colorramp to
Stuck at the same place... good tutorial up until he skips a vital step, making it entirely redundant.
Can't trust Euros to be intuitive...
Awesome tutorial thanks alot! I love the fact that you explain why you do the things you do, not just tell us to copy paste values. Great work :)
In case someone had an issue here too, around 16:00 + he shifts the black dot to the back of the eye by adjusting y rotation. For whatever reason mine wasn't that simple so I had to rotate X -180 degrees which took the black dot off the eye, brought it back up rotating z -90, then adjusted the x location to bring it in closer. Someone who knows the program better would know an easier fix but now, mess with the location and rotation of various axis (in increments of 90 degrees) to find your placement.
An addition to the part at 12:00.
This tutorial is from quite some years ago, but if anyone is struggling with the iris part or wants to avoid the bending issue of the texture when trying to get the iris stretch, you might want to look into converting the coordinate system from rectangular to polar. Thankfully it's very easy.
1. Take the Texture Coordinate output of your choice, you will need to plug this output into two other nodes.
2. Plug the output into a Vector Math set to Length.
3. Take the same Texture Coordinate output and plug it now into a Separate XYZ node. Take the Y output and plug it into the first socket of a Math Node set to Arctan2 and the X output plugged in the second socket.
4. Plug the output from the Vector Math node from step 2 into the X socket of a Combine XYZ node, plug the output of the Arctan2 Math Node into the Y socket.
Now you have your rectangular coordinates converted to polar and you can plug the output of the Combine XYZ into any Vector input of your texture nodes.
I also added a Math node set to multiply after my Length Math Node in order to control the stretching. Cheers!
A really intriguing approach to procedural eyes. I've always been happy with my eyes, but this is better. Thanks for sharing!
using it for a few years and now I want to upgrade and I'm happy I did that.
Very helpful. And for getting a quick idea of what the eye will look like in the socket I intended it for, I ran into and solved a slight problem that I hadn't encountered before. Since this eye has a transparent cornea, it did not give good results when clipping into the eyelid. But by putting a boolean modifier on the model for the head, and linking it to the eyeball model, I was able to easily make the inside of the eye socket conform to the eye. IDK if this is a great solution or how it works with this workflow or that, but it worked to get a more proper shot of what the eye is supposed to look like in the socket without any clipping at least.
i cant move the color to the back of the eye at 16:18 im on blender 2.81a
EDIT: i had to invert the ramp colors lol
Hello, I am stuck at the same problem in 2.81 can you please elaborate? I mean inverting color ramp does flip the side to 180 not 90(at the back). thanks
ok seemed to get it though mapping not point but texture, setting some scale and inverting ramp lol
man I... wow you just saved my entire project
Here's what worked for me in Blender 2.82: Mapping Type is Point, Rot X 0 / Rot Y 0 / Rot Z -90, Invert node after the Gradient Texture.
same, mine moved to the front when I rotated y to 90 so I just inverted the color ramp.
For anyone having issues at around 16:00 with the red at the back of the eye:
In the color ramp for the red, put the red on the right side of the slider and the white on the left.
This will invert the colors and put the red at the back of the eye instead of the front
Yo this actually helped alot thank you!!
at 7:38 he creates a node and it connects to something that doesn't exist on my screen, wtf is it? please help, this tutorial is impossible if I don't know what that is. my texture doesn't change.
I can't like this a second time but wish I could, the tutorial was exactly what i was looking for and got an awesome result
Thank you so much! I followed a different tutorial that I didn't realize was for advanced 3d people and when I ran into a roadblock that I couldn't figure out I figured I needed to restart with an easier tutorial. This was easy to follow though I got frustrated with having 15 color ramps and gradients. Such is life.
Wow, this is beautiful work Bandyte!
Incredible... Surelly i'll use your techiniques in my jobs
the voronoi texture is different on my version of blender (2.81)
yup had the same problem you could connect different o/p dots to next nodes, well I was doing good until I reaches 16:18 with blender 2.81. ;)
just use the distance node from voronoi, i set mine to euclidean, f1, 3d, and about 30 on the scale
@@justinfrey6371 a real life saver man, thank you!
@@justinfrey6371 Thank You!
That RGB maks trick is just amazing. Great tutorial. Thanks!!!
Thank you! This was a bit of a mess in 2.9, but I learned something for sure.
Did you figure out?
Hi! You explain everything very clearly, thanks for the lesson! I signed up after a minute of viewing. I will learn from your lessons :D
This tutorial is gold .. thank you
Great tutorial! Very clearly explained on every node. Thank you
This is a wonderful tutorial. You are a great teacher.
Ur super natural mehn!👌
Wow, what a great tutorial. This is super cool.
wow! this is incredible!
know where to start a new soft and I didn't know how to switch from soft to . You are the best THANK YOU FOR NOT
You are an ABSOLUTE LEGEND! Thank you very much!
what happens on 12:29? i tried to do Shift-Ctl-Clicking but the radial thing doesn´t come out :/
Same problem
What an amazing guide!! super helpful and rly well explained
Thank you friend, this is great! Your teaching style is very generous and clear :)
es fantástico, me llene de emoción al ver lo que hace con los nodos, apenas empiezo con el 3d, y veo a otros usando sudtance painter, pero yo quiero aprende hacer la magia que usted hace, mis respetos
Don't know where I turned the wrong way, but it seems like I cannot color the lense correctly. the color ramp mostly colors the backside of the eyeball. the frontside is colord in a single color
solved it:
When I unwrapped the UVs the two maps where switched in my case (so the lense was on the right site)
Holy shit! im gonna try this, you may have just solved my issue as well
You helped fill in the piece I was missing for the banding in the iris! I knew to use the noise and Voronoi but was missing the radial gradient for alignment.
When I packed islands after unwrapping the UV's my eye was misaligned for some reason, and the rotation was all messed up, updates probably caused it.
I had to center it manually, someone experienced this too?
Update: I just noticed the eye in the tutorial is also slightly misaligned lol I have eagle vision I suppose
PS: Wow, the use of UV maps to actually animate the pupils is genius. Just finished, great tutorial Bandyte! I learned a lot, thanks!
I found a nice trick. If you set your blend type to constant on the color ramp, you'll see exactly where your Halos are without switching back and forth.
Muy completo el tutorial. Great job.
Great video man - Only tutorial i will ever need to eyes
please can someone help at 8.45 min when i put the color ramp on and play w color the white part is on the back so when i put the green, red ... all my stuff is in the back and not in the frond of the eye....
Same thing happened to me - for me, all I had to do was, instead of doing the unpack islands stuff at 6:20 on the left... circle? I don't know my terminology - I had to do unpack islands on the right one, and shrink the left one down. I was super frustrated too, - hope this helps.
@@cupajoe99 oh my gosh THANK YOU that works perfectly!!
@@alsabalsa2084 Glad I could help! I was a week away from needing to come back to watch this tutorial, so thanks for replying so I could get a direct link back to it - lol
Amazing tutorial! so very helpful and I love how customisable the eye is once finished. keep up the work :)
add a damped track object constraint linking to an empty so you can rotate the eyes by moving the empty (eyes perpetually following the camera)
on minute 12:31 the. color of the color ramp was automatically linked to some other node. Mine did not do that. I tried connecting it to the base color of the material, but it just removed the previous color connection. HELP !!
Usingnnode wrangler i just previewed what the ramp looked like,, it didn't add anything, just plugged it into a temporary emission node
I'm having trouble with 9:02, the gradient is really blurry and not centered. I did everything like the video so far, what could have gone wrong? It's also shaped like a blurry triangle?? please help! ;; Maybe it's not centered correctly?? But that's strange because everything is being done at the center of the world and everything. :^(
Edit: I found out what it was! My nodes were not connected correctly. To make it correct make sure that "UV" in the red square is the only thing that is connected to "vector" in the purple box. I had two nodes and "generated" was also connected to the purple box, so I removed that.
Best tutorial for eyeball in Eevee! Thank you just subbed.
Impressively simple and powerful tutorial. Hope you are considering other related eye tutorials including eyelid sculpting, particle lashes, etc an finally some rig-animation one ;-)
I might
I love how you add speed at doing stuff towards end. It's like easiest part is slowest and then most complex is just speedrun.
I had to check comments how to node wrangler works to get viewer show as i didn't see there any info at key pushing info.
idk if anyone else has had this issue but when centering the gradient texture if you measure things in cheeseburger per bald eagle (imperial) at 8:00 use -1.64 instead or swap units back to metric for the tutorial.
Wow more tutorials! You make everything easier
stil on of the best tuto :) thank you
8:42 after I put -0.5 my mesh goes black. How can I fix this? this is the second tutorial I've had this issue with
EDIT: mine was working after I put it to -0.005. not sure why as everything was default
EDIT 2: after messing around with my locations in the mapping I realized that my World units were 0.001. I must've changed it a while ago. I've now set it under 1.0 and everything fixed
Can you describe a bit better how you're setting up the shape key at 27:58? When I have the ring of vertices selected around the pupil it won't let me add a shape key...
It's probably because you're in Edit Mode.
Man i'm a total beginner and this was totally mesmerizing tho i don't get a sh*t on what you're doing with those nods lmao, great vid, subscribed for my future
If your layers have unwanted translucency when you mix them together, go back to your RGB color ramp and make sure each is pure R, G, and B.
Thank you. I had this issue too.
Thanks for you help. but at the 26:55 how to the collection object eye.outner move inside to object eye.inner?
By parenting it :D
@@3DBanditTutorials It worked! Thanks :D
wow! thank you very much for this tutorial! so easy and with an incredible result! awesome!
it was very clear tutorial from you :)
Very good tutroial helped me out a lot
Awesome tutorial! Can't wait to try this soon
Is pure awesomness.!!
PHEW! I got there! THANK YOU SO MUCH! Awesome tutorial!
Amazing Tutorial!
TY for making it and sharing it with us
Thank you man for sharing this stuff
1:02 his grab works completely different from mine.
He double tapped G which slides the vertices along the edges
спасибо, очень выручили!@@MrMoon-hy6pn
the intro is so funny, I cannot continue with the video cuz I just keep repeating the intro lmao