UPDATE 1.2
This update include a new SBSAR that will allow the user to export 2 different texture sets (Eye and Sclera). This update it's meant to be used in unreal following their Digital Humans workflow that you can see here
Features -> https://www.youtube.com/watch?v=qi2kgNmXjzg
How to install -> https://www.youtube.com/watch?v=_704MkL80_s
PEG_Unreal -> SBSAR
- Iris Base Color
- Iris Normal
- Sclera Base Color
PEG_Presets -> Presets
- Blue01
- Blue02
- Brown01
- Brown02
- Green01
- Green02
- Purple01
- Purple02
Files included
- PEG_Generic -> SBSAR
- PEG_Unreal -> SBSAR
- PEG_Presets -> Presets (from the images above) that can be loaded in substance player, designer, Unreal Engine 4 but not in painter :(
- Substance painter scene, Logos for the tool, explanation video of how to load it into your shelf and set up the scene.
- Eye mesh that I used to do my renders (I recommend to create your own using your project standards and unwrap your UV's into the generated texture)
Hi all!
I'm glad I can finally show you the final version of the Procedural Eye Generator.
This tool will allow you to generate infinity of eye variations, as everything it’s procedurally made. It's as simple as clicking the Randomize button and export the textures when you like the final result :)
The graph will generate 2 set of textures, one for the Iris and another one for the Crystalline.
To define the shape of the pupil, you can either import your own map or use one of the default ones included in the graph.
I have also left opened the basic options so the user can tweak them to satisfy his needs: shape, color and even the blood veins intensity!
This tool has been made with Substance Designer 2019.1.3 and it’s meant to be used in Substance Player or Substance Designer, but it's also compatible with Substance Painter and it'll be available for Unreal Engine 4 soon, so stay tuned for updates.
For my renders I have used Marmoset Toolbag 3 with the subsurface option enabled and one eyeball created myself. However, you can easily map the texture into your own eye, making sure that the border matches with your mesh and render it in your favourite software.
It's been a great challenge working on this, but I'm quite happy with the final result and I hope you guys enjoy it too :D
Thank you so much in advance for your support. Really hope you like it!
Contact email -> xavianguita3D@gmail.com