Modeling a 3D orc with Lightwave 3D

Chapter 4 - Eye modeling

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Move the fresh created eyeball about at his position on the BP.

The eyeball and the blueprint, front view

On another layer, create a first bunch of polygons for the eyelid on the frontal view. Then, join this layer with the eyeball's one (shift + layer number) and move the eyelid's polygons vertex to create an "envelope" for the eyeball.

The first eyelid polygons

Ok, following the same process about nose and mouth modeling, let's create polygons that fit the hole on the eyelid polygons and give them a new surface (q) "eye socket". Now with Smooth Shift extrude the "eye socket" polygons, to create the initial geometry; move inwards the new polygons to give depth to the socket, then flip the polygons f to have a clearer view.

The eyesocket polygons

Other Chapters

- Orc blueprint setting - [1] - Nose modeling - [1] [2] [3] - Mouth modeling - [1] [2] [3] - Eye modeling - [1] [2] [3] [4] - Ear modeling - [1] [2] [3] - Join the pieces - [1] [2] [3] - Teeth modeling - [1] [2] [3] - UV Mapping - [1] [2] [3] [4] [5] - Adding detail - [1]