0
$\begingroup$

I'm trying to make an eyelid. I've been messing around with rotations and lattices but with the weird shape the eye has to be with this character I can't find a way to rotate the lid while keeping it close to the eye.

So what I'm wondering, is there any modifier I can use that will make the eyelid object always the exact same shape as the eye but just a little bigger? So that when I rotate it, the faces automatically shrink down to touch the eye.

enter image description here

enter image description here

$\endgroup$
2
$\begingroup$

You can try the Displace Modifier for static meshes, with no texture assigned it will simply offset a mesh for the specified distance.

enter image description here

It looks like you need something different though, so try the Shrinkwrap Modifier, with an Offset value.

enter image description here

$\endgroup$
  • 1
    $\begingroup$ I'm intrigued! I guess it won't be relevant after EEVEE, but how are you getting that fresnel-looking render in OpenGL? $\endgroup$ – Robin Betts Nov 24 '18 at 8:00
  • 1
    $\begingroup$ Even though it is very bare, viewport material preview for Cycles has supported fresnel and layer weight nodes in OpenGL for a while now. $\endgroup$ – Duarte Farrajota Ramos Nov 24 '18 at 18:52
1
$\begingroup$

You could make the eyelid single layer, making it conform quite closely to the eyeball, (possibly by duplicating the mesh from part of the eyeball,) and then assign it a Shrinkwrap modifier with the eyeball as target, (probably set to 'Nearest Surface Point'), followed by a Solidify modifier to give it thickness.

If you want the lid to remain single layer, a small offset can keep it above the surface, but tweaking is a little more tricky

Sometimes having part of your subdivision above the Shrinkwrap can help give a better resolution to the wrap.

$\endgroup$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.