Well, it can be low poly and isn't limited to weird deformations as certain angles, plus gives you two mesh/ID's you can control to make a very realistic looking eye (as far as games like Crysis go, and last I recall, they did use this method in Crysis 1).
With this method, you essentially will have the recessed Pupil and Iris, as well the sphere mesh Cornea.
However, with opacity involved and two shaders for an eye ball, it can get pretty heavy, but as I said, Crysis did use this method, and there is even a Mudbox tutorial about this, it was about creating a Troll or wolfman type of giant and they used this method for the eyes, I would link it here, but can't seem to find said tutorial.
Ah that's a really cool workflow! More control, but heavier on the performance, I understand.
I will google that, maybe i'll find some other tutorial using that method.
instead of using 2 meshes another option would be to create a shader which uses different normalinputs for diffuse and specular shading, a more complex version of this shader would use a normalmap such as jaques posted for the diffuse shading and another one for the specular, making sure the cornea is bent outwards (normalwise) while the iris is bent inwards. A simpler version could use a much less detailled normalmap with just a bump in the middle and the shader would invert the greenchannel of that texture to make the convex cornea normal concave for the diffuse lighting.
Replies
how about this?
This might be interesting, check it out. I don't really know though, if thats what you are looking for.
Hey Ace, what advantages does that workflow have (sphere and cone)? (I don't know much about modelling methods
edit:
http://www.3dtotal.com/tutorial/3d_studio_max/perfect_eye_3dsmax/perfect_eye_01.php
[ame]
Hope that helps
With this method, you essentially will have the recessed Pupil and Iris, as well the sphere mesh Cornea.
However, with opacity involved and two shaders for an eye ball, it can get pretty heavy, but as I said, Crysis did use this method, and there is even a Mudbox tutorial about this, it was about creating a Troll or wolfman type of giant and they used this method for the eyes, I would link it here, but can't seem to find said tutorial.
I will google that, maybe i'll find some other tutorial using that method.
www.jacquechoi.com/ModellingRealtimeEyes.docx
The images are very rough, and lame. I wanted to refine it, and add a quality example before posting it anywhere.
Let me know if this helps.