Texturing the Eyes

This is cool step, because the eyes really make Hicks look alive. I think having shiny, blue eyes would work quite well, so let me show you how I've accomplished this.

1. Load the eye mapping template, and create a new layer. Using the Elliptical Marquee tool, create an elliptical shape and fill it with the Clouds filter, using two bluish colors of your choice (see Figure 6.29). The eye you're making now should be huge—when finished, we'll scale it down and position it in the proper location.

2. Create a new layer on top of the blue eye layer. Make another elliptical selection, but this time in the circular shape of an eye pupil. Fill this with black, and then apply an Inner Bevel style to this layer (see Figure 6.30).

3. Merge the pupil layer to the eye's layer (Ctrl+E). Then Ctrl+click this layer to reload the eye selection, and start a new layer. With the eye-shaped selection on a new layer, apply a

Figure 6.30 Create an eye pupil on another layer and apply an Inner Bevel to it.

Figure 6.31 Fill the same eye shape with a white-to-black Radial Gradient on another layer.

white-to-black Radial Gradient (see Figure 6.31). We're going to use this to simulate the curvature of the 3D eyeball.

4. Change this gradient layer's blending mode from Normal to Color Dodge in the Layers palette. Notice that the gradient makes a cool lighting effect on the eyeball layer below it (see Figure 6.32). Now the eyeball looks shiny and 3D. You can merge this layer with the eyeball layer so it's complete.

5. You can inset the eyeball into the texture map by applying a slight Outer Bevel style. Then scale and position your eye according to the UV map—at first this might be a best-guess thing (see Figure 6.33). After the eye is in approximate position, duplicate it to the other side. Just remember to click Edit, Transform, Flip Horizontal to the second eyeball so that the lighting effects on it are mirrored.

Figure 6.32 Change the gradient layer's blending mode to Color Dodge.

Figure 6.33 Scale and position the eye on the UV map.

Figure 6.31 Fill the same eye shape with a white-to-black Radial Gradient on another layer.

Figure 6.33 Scale and position the eye on the UV map.

6. When you're satisfied with the position and scale of the eyes, go ahead and merge them down permanently to the base layer. However, don't merge them with the background layer that shows the UV lines. You need to hide the background layer and turn up the opacity of the base layer before you save the final texture so that the lines don't appear in the texture. Then save the file as a PSD and TIF file.

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