I am trying to make an eye. I made the iris in Photoshop and now I am trying to add it to a UV Sphere. I would like to make a realistic eye but maybe I am not in the correct way. Any thoughts? This is my work so far:
The first thing you need is to model a proper eye. Like so:
The outer part is 0.1cm away from the inner in this case.
The outer part needs to be refractive (or even just transparent) and it will also need specular as it will catch the high spec of the eye.
Depending on the render budget you have you can add SSS to the inner part. I did in this case but the difference here is subtle. In this case i'm aiming cartoon semirealistic eye but the principles are pretty much the same for any eye.
You now have to UV unwrap the inner part. Easy, divide the eye in two parts on its XZ plane center and Unwrap.
Now you can add the diffuse texture to the inner part of the eye, but note that for a proper eye render you will need more than just a diffuse shader. Personally I add a specular map only to the iris using an high IOR and roughness value, a bump (or displacement if needed) map aswell.
Here is the final graph of my setup: and a little GIF preview:
If you are going for realism, I would suggest switching to Cycles Render (much faster, newer, better, AND built for photorealism). So, this tutorial is for Cycles. This will be the final result:
I will use a sphere to represent the eye (smooth shading), and the following eye texture from Google (full size linked) in my demonstration.
With the sphere selected, go to the Materials tab in the Properties panel. + New a material to the sphere. Go into the Node editor, and use the setup shown.
Now, go to the sphere in the 3D Viewport. Tab into edit mode, Numpad 1 to front view, and Numpad 5 to orthographic view. Enter Face Select Mode. Select these faces:
Press U and select Project from View (Bounds). Split the screen into a 3D Viewport and a UV Image Editor by dragging the marks in the top-right corner to the left. Make sure you are still in edit mode. Open the image of the eye through the toolbar at the bottom of the UV Image Editor. The orange should already be aligned over the eye.
I added the nodes at the bottom to create red veins in the eye. It's more realistic.
Here is the finished .blend file:
There are many ways to accomplish this. One approach would be to select your UV Sphere (Eyeball), Tab into Edit Mode, and select a ring of vertices
From here, press Shift + S and choose Cursor to Selected from the drop down menu. Then Tab into Object Mode and select your iris object. Press Shift + S and select Selection to Cursor from the drop down menu. NOTE: the origin of your iris object needs to be in the middle of it's geometry. If it’s not, select the iris object in Object Mode and choose the Set Origin drop down menu in the tool bar (Pressing T with your cursor in the 3D Viewport will toggle the tool bar on and off) and choose Origin to Geometry from the drop down menu.
Then in Object Mode, you can select the iris object and while holding down Shift key select the UV Sphere and press Ctrl+J to join the meshes or in “Object Mode” you can select the iris object and while holding down Shift select the UV Sphere and press Ctrl+P to parent the iris object to the UV Sphere.