Hello and welcome to this tutorial series on creating a realistic head in Blender 2.6!

This is a complete tutorial series explaining the creation of a realistic human portrait with Blender. The entire process will be covered from base mesh modeling, detail sculpting, texture painting, hair growing and styling, sub-surface scatter shading, and compositing. Some of the more time-consuming tasks will be time-lapses with commentary like modeling, sculpting, and texture painting; the other parts will be mostly real-time.

Part 6 is all about the eyes which are paramount in achieving a believable result. From modeling to texturing-painting to shading, we’ll create realistic eyes by artistically interpreting human eyeball anatomy. Some of the texture is sourced from Google and some hand-painted in Blender/Photoshop. Blender Internal is utilized for rendering. Textures and images are packed into the .blender file.

 

DISCLAIMER: We cannot redistribute these references, due to the license, but we can use them under Fair Use laws for educational purposes. They’re not available for commercial use, though.

Music: “So Kill Me” by Minimal Art (http://ccmixter.org/files/minimal_art/8652) and “Grapescape” by Grapes (http://ccmixter.org/files/grapes/12748)

Note: This series has been previously available on Kent’s Vimeo channel but he has kindly permitted us to repost them here in order to reach a greater audience. All parts will be available on Blender Cookie very soon, while part 05 will be available exclusively on Blender Cookie.

Creating a Realistic Head<>>

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Discussion

70 Responses to “Creating a Realistic Head in Blender – part 06 – Eyes”
  1. Noël Widmer
    Posts: 1

    wuhu first commenting this^^

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    1
    Jul 11, 2012 at 2:46 pm
  2. Denis
    Posts: 2

    First? :) watching this now

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    2
    Jul 11, 2012 at 2:52 pm
  3. Posts: 14

    looks grat thx jast got broad band can start downloading same tutorials now

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    3
    Jul 11, 2012 at 2:58 pm
  4. Posts: 59

    Kent, it’s uncanny. Stellar work.

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    4
    Jul 11, 2012 at 3:03 pm
  5. Posts: 146

    really yellow eyes that’s for cat my friend :/ anyway thanks for the tutorial really enjoyed it :)

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    5
    Jul 11, 2012 at 3:18 pm
  6. Posts: 6

    Googling and grabing a random eye photo brings up a ton of issues with respect to copyright.

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    6
    Jul 11, 2012 at 3:42 pm
    • Kent Trammell
      Posts: 190

      Note the disclaimer :)

      #
      6.1
      Jul 14, 2012 at 10:33 am
  7. Posts: 4

    WoW…… im pretty sure next will be hair…animation

    Thanks for the GREAT series.

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    7
    Jul 11, 2012 at 3:46 pm
    • Kent Trammell
      Posts: 190

      I’m planning a clothing tutorial next, then hair, and then final lighting. You’re very welcome :)

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      7.1
      Jul 11, 2012 at 4:59 pm
      • jokayo
        Posts: 59

        jsut a little tip , in the object section under Display you can check transparency for better vesualisation (thats my oppinion, for seeing pupils they are important in animation ) , by the way u can hit “J” key to change render slots on the fly :)
        ps : thanks for the infos , I rarly find tuts at this quality , and free !! :)

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        7.1.1
        Jul 26, 2012 at 8:57 am
      • Kent Trammell
        Posts: 190

        Indeed good tip! One I should have mentioned. The J key for switching between render slots is new to me – thanks! That’s much more convenient.

        I’m really glad you’re enjoying them! Thanks for watching :)

        #
        7.1.2
        Jul 26, 2012 at 4:17 pm
  8. Posts: 10

    I have a question. When you add a new image in the UV window, what’s the point of turning the alpha off? What happens if you don’t?

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    8
    Jul 11, 2012 at 3:56 pm
    • Kent Trammell
      Posts: 190

      Do you mean the “Color and Alpha” toggle that shows the checker in the background?

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      8.1
      Jul 11, 2012 at 5:00 pm
      • Posts: 10

        No I mean when you originally add a new image in the UV window. And it says Alpha, UV test grid, and 32-bit float. What does turning off the default alpha check mark do? And does that correlate to the three little buttons you’re talking about? with the checkerboard?

        #
        8.1.1
        Jul 11, 2012 at 6:36 pm
      • Kent Trammell
        Posts: 190

        Oh I see – I assumed it created an new image without an alpha channel (by unchecking “alpha”). I don’t think it’s a big deal whether you check or uncheck it. If anybody else has any insight on this let us know.

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        8.1.2
        Jul 12, 2012 at 10:50 am
      • R
        Posts: 5

        Maybe you should have used Gimp instead of Photoshop, since you are using blender, which is an open source software.

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        8.1.3
        Aug 17, 2012 at 10:29 am
      • Kent Trammell
        Posts: 190

        My first taste of GIMP was bitter and I haven’t mustered the will power to make the transition since…It’s on the to-do list though :)

        #
        8.1.4
        Aug 19, 2012 at 10:10 pm
  9. Posts: 559

    How long did it take you to finish this WHOLE Project???? Great Job by the way :D

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    9
    Jul 11, 2012 at 7:51 pm
    • Kent Trammell
      Posts: 190

      The head in this series is being created as we go, so it’s not finished yet. The stylized old man pictured at the beginning of each part was the proof-of-concept for the series and he took about 2 months.

      Thanks for watching!

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      9.1
      Jul 12, 2012 at 11:01 am
  10. amen
    Posts: 1

    where I can download the base files?
    plis :D

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    10
    Jul 11, 2012 at 10:44 pm
  11. Posts: 228

    Thanks :)
    Excellent series.

    Just out of curiosity why did you go back to blender to paint the red veins? Wouldn’t it be faster to cut, paste, alter, autocomplete real one’s? I know you said for artistically placing them but you could do that in PS too.

    I have learned a ton from you. Thanks again.

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    11
    Jul 12, 2012 at 12:05 am
    • Kent Trammell
      Posts: 190

      I’m not really sure why I wanted to paint them in Blender..I guess it’s more fun to paint the veins there rather than copy and paste them in PS. But I have copied and pasted them in the past. It’s up to you really :)

      Thank you for the encouraging words – I’m thrilled that you’re learning from the series!

      #
      11.1
      Jul 12, 2012 at 11:12 am
  12. Posts: 55

    This is insane, really awesome tutorial.

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    12
    Jul 12, 2012 at 12:36 am
  13. Posts: 234

    It’s Oculus Orbus!! Lol Does anyone else remember Madballs? A little green ooze and some stitches and you’ve nailed him. I’ve been meaning to do a model of Horn Head for a while now. I thought about using his likeness in the pumpkin carving contest. Excellent work, by the way, Kent! I’ve really enjoyed your full tuts. Personally, I love the photoshop lesson integration since I’m fairly unfamiliar with it’s full potential. I’ll have to translate it to GIMP later. This eye looks great in stills. I’ve had a lot of problems animating recessed irises though. The lids are always intersecting the lens, requiring lots of constraint and shape work. And the pupils seem to disappear when viewed from near the side. What is the best eye shape for animation?

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    13
    Jul 12, 2012 at 11:33 am
    • Kent Trammell
      Posts: 190

      Haha I am unfortunately unfamiliar with Madballs :) I’ve actually did some tests of the eye from multiple angles while making this video – perhaps I’ll post another turntable of it soon. In my experience, the refraction of the outter shell (I call it “cornea” in the vid) prevents the pupil from disappearing when viewing it at an angle. So I use this setup for animation as well..you could maybe try a flat iris instead of concave but you’ll probably loose the subtle shadow that I find appealing.

      Thanks for watching!

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      13.1
      Jul 12, 2012 at 12:56 pm
      • Posts: 234

        It seems like I remember them using something similar in Incredibles too. I’ll have to give it another go sometime soon. I was thinking about that refraction thing right after I posted lol. I get sick of posting second comments to correct my goofs, hehe. I guess I meant more off center than normal rather than disappearing altogether. It was giving one of my characters a rather down-synish look and I had shadow problems with the cornea/eyelids to boot. maybe I just had the IOR set wrong. I finally just went with totally spherical with a micro-thin cornea since it was cartoonish and it solved all my probs. I’m still not sure if I’m ready to animate photo-real;) By the way, that Steve Carrell ani was pretty dang nice! Kinda creepy how good it looked, haha.

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        13.1.1
        Jul 14, 2012 at 1:30 am
      • Kent Trammell
        Posts: 190

        Oh I see what you mean. Hmm..my pupil shifts a bit due to the refraction but not enough to bump the realism I don’t think..checking the IOR is a good idea methinks.

        “Steve Carrell ani was pretty dang nice! Kinda creepy how good it looked, haha.”

        I appreciate that sir! I’ve received pretty mixed reactions from it lol..my animation skills could probably use some leveling-up, but thanks! :)

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        13.1.2
        Jul 16, 2012 at 9:52 am
  14. Marcus Halskov
    Posts: 9

    The background music actually has a positive influence on the tutorial itself great job! Same with the eye ofcourse, it looks great!

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    14
    Jul 12, 2012 at 1:30 pm
  15. Posts: 4

    Fantastic series, really love it. Just one little remark on the download time of the resource file. I have broadband/very fast internet but it took me more than an hour!?

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    15
    Jul 12, 2012 at 2:58 pm
  16. Posts: 10

    Kent, I’m actually interested in buying a Wacom Tablet as well. Based on the work you’ve been able to do with it and the praise it has received from other artists, I want to get one as well. Can you let me know what type of Wacom Bamboo Tablet you got? On Google Shopping/Amazon, there’s a Connect Tablet, a Capture Tablet, and a Create Tablet. What did you specifically get? Thanks.

    #
    16
    Jul 13, 2012 at 2:47 pm
    • Kent Trammell
      Posts: 190

      I think the tablets you mentioned are all Wacom models…but they all looked the same to me (same price, same pictures) so either of them is a good choice methinks. Wacom is the biggest name in tablets and I have what I think is their lowest-end option: An older model Bamboo. It’s a small drawing surface but gets the job done – I recommend it as a first tablet at $100.

      http://www.amazon.com/gp/offer-listing/B005HGBEZ2/ref=dp_olp_new_map?ie=UTF8&condition=new

      If you’re artistic and use the computer for any digital art, a tablet is a must IMO. Thanks for watching!

      #
      16.1
      Jul 13, 2012 at 3:13 pm
      • Posts: 10

        Cool! That’s definitely in a good price range! Do you know if it works with a Mac though? I assume so right?

        #
        16.1.1
        Jul 13, 2012 at 4:54 pm
      • Posts: 2964

        Wacom tablets work flawlessly on a Mac :) They have a complete driver and System Preferences pane

        #
        Jul 13, 2012 at 5:09 pm
      • Posts: 10

        oops. meant to post that here

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        16.1.2
        Jul 13, 2012 at 5:28 pm
    • Posts: 83

      can you tell me what are you talking about…..

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      16.2
      Jul 14, 2012 at 2:31 am
      • Posts: 10

        What do you mean? about the wacom bamboo tablets?

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        16.2.1
        Jul 14, 2012 at 7:50 pm
  17. Posts: 10

    Excellent! Looking forward to getting one soon! Thanks guys

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    17
    Jul 13, 2012 at 5:28 pm
  18. Posts: 1

    This is a Great series, I take my hat off though I know I have to really learn all the ins and outs of the interface before I come close to 1/10th of your mastery. Thank you

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    18
    Jul 13, 2012 at 6:20 pm
  19. anandha raja
    Posts: 28

    Hi Admin, can you upload this series in YouTube?

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    19
    Jul 13, 2012 at 10:40 pm
    • Posts: 83

      why!to snatch (download)that video,,,,hey i have seen your site are you realy operating from within India than what about me….

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      19.1
      Jul 14, 2012 at 2:36 am
      • anandha raja
        Posts: 28

        Yes iam from india.

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        19.1.1
        Jul 15, 2012 at 7:43 am
  20. Posts: 83

    do you know why any one had not submitted any images in series i think its because you had speeded some previous tutorials…K not the perfect reason but it apparently worked with me………

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    20
    Jul 14, 2012 at 2:29 am
  21. Posts: 47

    WOW, dude you are awesome! Love your style!
    I hope you do more tutorials for Blendercookie.

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    21
    Jul 14, 2012 at 2:47 am
    • Kent Trammell
      Posts: 190

      Thanks! I don’t want to speak for BC, but our relationship is progressing. We’re not moving in together or anything yet, but I like to think it’s serious ;)

      #
      21.1
      Jul 16, 2012 at 9:57 am
  22. MxD
    Posts: 3

    Mister “Clark” Kent Trammell I presume ?

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    22
    Jul 14, 2012 at 10:31 am
    • Kent Trammell
      Posts: 190

      Ha! I’m certainly not super. But I don’t mind that connection ;)

      #
      22.1
      Jul 16, 2012 at 10:01 am
  23. Posts: 30

    I love that this tutorial is for Blender Internal, hoo-ray!

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    23
    Jul 15, 2012 at 4:57 pm
    • Kent Trammell
      Posts: 190

      BI has a lot to offer right?! The little render engine that could/can!

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      23.1
      Jul 16, 2012 at 10:06 am
  24. Posts: 3

    Brilliant!

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    24
    Jul 16, 2012 at 10:22 pm
  25. Posts: 105

    Thanks for this series, I’m creating a portrait and I’ve up to the point to add hair. Keep in mind we used area lights from the getgo, with no buffer shadows, and now the particle hair looks horrible with the area lights. I switched to spots with buffer shadows, hair looks good but the skin shader looks like plastic, please address these issues, I don’t want to lose the quality we achieved with the skin shader. Thanks Ronboy

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    25
    Jul 19, 2012 at 6:29 pm
  26. Posts: 1

    Nice graphics….

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    26
    Jul 20, 2012 at 6:05 am
  27. Posts: 21

    awesome tutorial Kent
    thank u so much
    also waiting for the next part

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    27
    Jul 23, 2012 at 6:49 am
  28. Posts: 68

    i really love this tutorials..!!!!! i can’t wait for the next one…!!!

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    28
    Jul 27, 2012 at 8:01 pm
  29. Posts: 6

    How come when I rendered my head in cycles,nothing turned out.

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    29
    Aug 6, 2012 at 6:14 am
    • Kent Trammell
      Posts: 190

      Cycles doesn’t automatically convert all the Blender Internal material settings…at least not currently. You’ll have to do significant tweaking to the Cycles version of the shaders.

      #
      29.1
      Aug 7, 2012 at 1:29 pm
  30. Posts: 6

    why when out get out of camera view in rendered view port mode, some crackles appear on my head

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    30
    Aug 10, 2012 at 2:23 am
    • Kent Trammell
      Posts: 190

      I’m not sure what you mean..maybe post an image in the “user submitted images” section of this page.

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      30.1
      Aug 10, 2012 at 11:18 am
  31. Posts: 38

    I need some help D:
    here is my problem – http://i49.tinypic.com/1z6buo.jpg

    That is just the iris texture on the inner surface.
    I disabled the cornea because that was making it worse and had the same problems.
    I’ve rebuilt the eyes 3 times now to the smallest detail following the video and I end up with this checker distortion every time.
    there are no mirror, reflections or anything like that enabled on the materiel.
    So bumbed out about this :(

    #
    31
    Aug 14, 2012 at 10:27 pm
    • Posts: 2964

      Hi there,

      It looks likes the normals on your eye meshes are messed up. To fix this simply select the whole mesh in Edit Mode and press CTRL + N. This will ensure all faces are pointing the same direction.

      I hope that helps!
      Jonathan

      #
      31.1
      Aug 14, 2012 at 11:50 pm
      • Posts: 38

        Thanks Jonathan, but only a small improvement in the clarity, still allot of noise.

        #
        31.1.1
        Aug 15, 2012 at 12:16 am
      • Posts: 2964

        Go ahead and try removing doubles as well by selecting everything and pressing W > Remove Doubles.

        #
        Aug 15, 2012 at 12:40 am
  32. Posts: 10

    Last question I promise haha. I’m working on a slightly unrelated project to the portrait of a person, but rather a human skull. I plan to use a similar workflow to these tutorials. What I have is a sculpted skull with no materials. My question is, when I finish sculpting, bake out a displacement map, make my materials, spec maps and bump maps, should I keep the multi-res modifier on the model? Or should I delete it to conserve render times and solely use the displacement map as a normal map? I only say this because I haven’t seen you delete the multi-res modifier yet and I’m wondering if you plan to, or if you plan to apply it or what. Thank you again.

    #
    32
    Aug 20, 2012 at 10:36 pm
    • Kent Trammell
      Posts: 190

      No problem at all – keep the questions coming if you have them!

      For this head I’ll be keeping the multires modifier on the mesh throughout. Baking sculpting data to a displacement map has traditionally been the only way to get sculpted detail outside of the sculpting package and renderable in a legitimate render engine (ie zbrush to maya). The problem with this a displacement map is it’s simply and approximation of the sculpted detail. I’ll go so far to say it’s impossible to get a 1-for-

      #
      32.1
      Aug 26, 2012 at 9:01 am
    • Kent Trammell
      Posts: 190

      whoops…hit a key by accident

      anyway, it’s impossible to get a 1-for-1 copy of your sculpted detail with a displacement map bake. With Blender, we have the opportunity to render the actual sculpt since it exists in a renderable 3d package.

      As far as render time saving, if I’m going to render a displacement map with adequate detail my mesh needs to be subdivided as many times as the multires anyway. At that point my mesh has just as many faces as the multires modifier, resulting in similar render times. Then my options are to render a dense mesh with approximated detail via displacement map, or render the raw sculpted detail.

      Sorry for the LONG explanation..it’s a good question. Thanks for asking!

      #
      32.2
      Aug 26, 2012 at 9:20 am
      • Posts: 10

        Thank you! That helped a lot. So what you’re saying is that the displacement map you made was just to have the sculpted detail be present in the node setups for the spec materials and what not, instead of a geometry displacing map that replaces the multires, which like you said, would require a denser mesh. So it sounds like both can cause decently long render times, it’s just a choice between how long.

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        32.2.1
        Aug 26, 2012 at 10:07 am
      • Kent Trammell
        Posts: 190

        Exactly, the displacement map was baked out for texture purposes instead of geometric.

        It’s true that the render times are similar, but for me it’s not so much a choice of “how long?” but rather “which method showcases my detail more accurately?” And at the end of the day when my 2.5 mil multires mesh with 3 sss material components renders in 12 minutes, I’m actually quite happy with the performance. And I’m typically a stickler for “practical” render times :)

        #
        32.2.2
        Aug 31, 2012 at 10:17 am
  33. I have a question. When I check receive transparent on my sss_eye_whites material my render times go from 45 seconds to a over 7 min. Is this normal? In your video it looks like it adds significantly less time. I can’t imagine that one transparent material would increase render times by this much. I am hoping that I just missed something because with this much extra render time I don’t think Ill ever get this done. By the way thanks for the tutorials they are fantastic!

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    33
    Sep 21, 2012 at 6:33 pm
    • Oh my god it has been rendering since I posted that last comment and it hasn’t even finished the SSS passes. Please tell me that there is a way to fix this. I don’t think that my machine is the problem. It is a brand new dual core iMac.

      #
      33.1
      Sep 21, 2012 at 9:34 pm
      • Posts: 454

        Hi Moxie,
        your sss should not take that long to render, check your resolution and perhaps create a material with just your sss, it could be some other setting slowing it down.
        -Alex

        #
        33.1.1
        Sep 25, 2012 at 3:09 pm

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